YayC
YayC
About
- Username
- YayC
- Joined
- Visits
- 756
- Last Active
Comments
-
@YmPrat said:
So if I wanted to just hide for 10+ minutes with a swf we'd win every game by refusing to do gens and aggravating the killer into using the abandon mechanic? That doesn't seem right to me, why are you encouraging survivors to refuse to touch gens by making it so they can win without anyone every touching a gen?
Literally this. The whole point of the mechanic was so the killer couldn't be held hostage, now the survivors are REWARDED for holding the killer hostage and actively not engaging in the gameplay.
-
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910942#Comment_3910942
While demanifested, the visible duration gets reduced to 1-1,2 seconds (was 1,5s).
You misunderstood something here. It didn‘t suggest reducing the invisible duration. It is the visable duration that gets reduced. This would make her invisibility happen more often.
I have played Sadako 1.0 a lot and there survivors didn‘t grab tapes aside from removing condemned or being scared of Sadako coming out of the TV next to you. Passive condemned would finally allow her to use her TVs, which gives her a lot better mobility and allows to spread condemned more often. Currently any experienced survivor will just turn of all TVs and make both aspects of her power completely useless, so I really don’t get how you call that version more useless than what we currently have. It doesn‘t matter whether or not you spread condemned via all TVs when survivors will never get affected by it.
In the addon changes I brought back the second version of ring drawing and a new version of her first iri tape. Of course I couldn‘t fully return them as they were for obvious reasons.
This would further complicate her power on a killer that's already to complex for most players.
Why would this make her more complex? It is just a passive timer that slowly increases condemned, which is very manageable. You don’t even need to know why your condemned increased in my version, because you can’t abuse it against less experienced players like in the current version. All you need to know is that you have to remove condemned in time, which isn’t complicated. The current version is much more confusing with having to turn off TVs at all times.
You're right I did misunderstand the first point, that's completely on me. I will say however, because it's equal right now it makes doing the mindgame alittle easier because it's better for the muscle memory knowing it's the same time for both visible and invisible. If they were different I have a feeling it would make trying to go off muscle memory (and building that in the first place) more difficult. Either way, I do think if they actually bothered to fix the duration she is unseen then deman as a mechanic would be fine.
The passive condemn on Sadako 1.0 did work to stop survivors grabbing tapes, but you're solution doesn't push as much passive condemn as 1.0 holding a tape that is the problem. If you just grabbed a tape in 1.0, you would be condemned long before the generator was completed because it built very quickly. 1 stack every 25-35 seconds they wouldn't even be half condemned by the time the gen is completed so there would be no threat in grabbing the tape to do the generator, that's the issue with your proposed changes. Now this would be okay if pushing condemn was easier than 1.0 to make up for the lack of passive condemn, but you want to make it just as difficult by only pushing it on the 1 TV AND removing the TV control you get as Sadako by manually turning them off.
This would also mean you would have a very similar amount of map pressure you do now because the tapes would still hold no threat so everyone would still instantly turn them off to do a gen, the exact issue we have which is why it's more useless.
Right now I can zone survivors towards my TV and with tape copy, push multiple stacks onto them with the same TV by zoning them toward it and teleporting which makes them panic thinking I TP'd on the TV near them, then they run away as a TP still getting the stack. They realise I didn't teleport there so run back towards it (since they are usually trying to cleanse and need to run by the TV to get to theirs or grab a tape) and then I'll TP out that TV which gives a hit with fingernails.
You can also use main TV locations to push multiple stacks on high value areas such as shack and main building, now this alone gives more pressure than a survivor running with a tape in your proposed change for 1 minute.
Now this isn't to say this current version is perfect, it absoloutely isn't like I said (idk why they removed full condemn locking from the PTB), but the point is right now even in her terrible state (the worst she's ever been from a strength standpoint outside the 2 weeks after the PTB) you would still push far more condemn than your proposed change simply because it's got all the limitations of 1.0, none of the addons of 1.0 and none of the improved active condemn pushing of 2.0 or 3.1.
The reason it makes it more complex is there is way more moving parts. 1.0 Sadako she tp's and turns off tv's. If she tp's near the tv you're near you get a stack of condemn. If you hold a tape you'll see you slowly gain condemn over time because it's gradual.
2.0 you get a stack if she tp's. If you hold a tape you don't get a stack when she TP's but getting hit gives you 2 stacks.
3.1 if you're near a turned on TV you gain a stack. The tape is only used to cleanse. If you're hooked you gain 3 stacks of condemn.
Yours basekit has passive condemn which goes up 1 stack every 25-35 seconds so people will randomly get a stack after x amount of time (unless you mean it goes up like 1.0 just at the speed of 1 stack per 25-35 seconds but you didn't specify so I'm going off you're explanation at face value). This alone would be very confusing if you've not read her power.
Not only this but you get passive condemn without even interacting with the tapes at all. Meaning no matter what you do you'll be gaining passive condemn.
Not only this but if someone is hooked with a tape everyone gets a stack meaning there's now 2 instances where you'll get a stack without Sadako teleporting. Then you have the 1.0 condemn push which is fine.
You have the condemn lock on second hook which means again, would be super confusing if you haven't read the patch notes (which btw I didn't even notice on first read this was only on second hook. You've gotten the exact same problem current condemn locking has where the locked in stacks only becomes useful 2nd stage and at that point, there's no point in mori'ing them. The whole value of the condemn mechanic is not needing to 3 hook to kill somebody, that's what makes it a threat of a mechanic).
Then you have she can teleport but wont turn off the TV and now that TV won't push condemn which means again another layer of complexity to the power where sometimes you'll get a stack when she TP's near you, sometimes you wont.
So there is now 4 separate conditions that push condemn onto the player basekit compared to usually 1 or 2. Even with addons, it never exceeded 3 in prior versions of Sadako, this is objectively way more complex and way more things to keep track off for both parties all while never actually pushing enough condemn for it to be a real threat.
With regards to the addons I don't know where you've done your proposed addon changes but that's an entire post within itself since BHVR have nerfed all her old meta addons while not adjusting any of the other addons with the reworks so most of them no longer make sense since they were designed for 1.0 Sadako.
-
Okay lets go through thes.
Chase/flicker buffs- While demanifested, the visible duration gets reduced to 1-1,2 seconds (was 1,5s).
It's already at 1 second because it's bugged and it pretty meh because of it. Demanifested invisibility is a nice, unique mechanic and should actually be fixed to be the 1.2 seconds it's meant to be a therefor make Reiko's watch the 1.5 seconds it's supposed to be. It would actually help her get hit's at the bigger tiles in the game.
Nerfing it to 1 second will actually nerf it to 0.8 seconds and make it a none mechanic again.
- The lullaby radius, terror radius, threshold of full invisibility in the otherworld is decreased to 18 (was 24) meters.
All fine changes.
- Her Lullaby is no longer directional.
Great change, would also help with demanifest mindgames if the invisibility isn't nuked like you suggested.
She keeps her pallet stun immunity, loss of collision and undetectable for the lingering flickering duration (,which lasts 4 seconds without the mirror addon). (New)
undetectable yes, the pallet stun immunity would just further encourage pre-dropping vs her. We want to improve the gameplay not dumb it down. The loss of collision would be a neat buff to nerf SWF's while not really affecting solo Q which is a big issue with Sadako right now.
- She flickers for 4s after crawling out of a TV. (new)
This might make some hits too free and would be pretty RNG on whether or not it would be consistently useful base on TV/gen placement. Gaining undetectable for 4s however would be a better alternative since if you're paying attention you could react to it alittle better but add to her stealth and also make well water a really good addon to choose.
- She keeps flickering while breaking pallets and vaulting windows (currently deactivates after starting those actions).
Agree'd especially while vaulting. The fact you can't incorporate a vault in the manifest/demanifest mindgame is just silly when wraith get to vault invisible and have addons to turn him into a hurdle olympian.
Teleport/TV/chase buffsPlease remove the TV auras!!!!!!
Agreed. Way too much counterplay with them and bad players still don't use them.
- Increase the tape insertion, grabbing and the speed for turning off TVs to 1,5-2 seconds (was 0,5s/1s).
I'm not sure as to what the exact numbers should be but it's way too fast right now providing no counterplay even if you outplay an injured survivor.
- TVs no longer turn off after projection (was 45s, iri tape basekit), which allows you to teleport to them infinitely until survivors turn them off, but the Tv you teleported to doesn’t spread condemned for 45 seconds.
This isn't the buff you think it is. Right now the only counterplay you have for the tapes is to maintain TV control by being the one to turn off the TVs and keeping tapes out survivors hands as long as possible. Removing this ability from Sadako will kill her condemn mechanic entirely vs any passable survivors because there is no active downside to holding a tape. Now I know you've proposed changes alittle later but they aren't even close to enough to make up for the complete deletion of TV control. This single change you've proposed will make her entirely unplayable vs any competent survivors and be insanely oppressive for bad players. Not to mention the significantly added level of complexity to play of an already mentally exhausting killer of needing to remember what TV's you can and can't push condemn to at any given time.
Changes to her condemned mechanic- Passive condemned: Every 25-35 seconds of holding a tape gives 1 stack condemned. (New)
This change does nothing of significance to actually pressure survivors holding a tape. 1 cleanse of a tape removes 3 stacks, at 25-35 seconds you can do a full generator and cleanse and only gain 3 stacks for it. You also wouldn't be pushing any condemn on them because the TV would be turned off.
Any "veteran" survivor will play into this version of Sadako identically to how they play into her now. Grab tape, do gen, deposit tape.- Only one (was all) TVs spread condemned.
My guy, what? 1.0 Sadako was atrociously bad and the only way she was playable was through iri tape, expert TV control with you turning them on and off with TP's and old iri tape, the old decent condemn gain while holding a tape AND old Ring drawing. You want to bring back 1.0 Sadako condemn push without her iri addon, without her map control and without old ring drawing? These suggested changes would render her actually unplayable.
- Hooking a survivor (with a tape) gives all other survivors 1 stack of condemned. (new, ring drawing basekit)
- On the second hook all (was 3) condemned stacks get locked in.
Fine changes but it doesn't matter with the previous changes.
- Every 60-90s survivors receive a stack of condemned passively. When a survivor is in chase, on hook or carries a tape their timer is paused. (new)
This would further complicate her power on a killer that's already to complex for most players.
You're overcomplicating something that doesn't need to be overcomplicated. Right now she is almost perfect (ignoring her terrible addons) from an overall perspective, BHVR just deleted the thing from the PTB that would've made her great.
There just needs to be a downside to holding a tape or counterplay to it, that's all. A very simple solution would be bring back tape breaking and turn on the TV's the tape turned off.
Alternatively increase the insert animation so you can't do it during the recovery but can still do it in chase if you play well (could even make it so it's faster than the hit recovery normally but if you are hit/injured, it takes longer to deposit). Then getting hooked with a tape locks in all stacks of condemn and breaks the tape so now if you're caught out with a tape and high condemn you need to outplay Sadako to get the tape off rather than now where you just shift W to the TV and deposit it free and if you're caught out, who cares because it only locks in 3 stacks of condemn?
Then adjust the weird things in her kit like flickering during vaulting, directional Lullaby and she'll be a fantastic stealth killer with counterplay for both her and the survivor.
-
@sizzlingmario4 said:
Knockout's main effect definitely needed to be removed, but I'd be fine with the crawl speed reduction being re-added (in addition to its new effect).
I don't mind the main effect being changed but the crawl speed one is actually incredibly helpful and should honestly stay, similar to how lucky star kept it's aura read effects when they changed it before.
-
@OrangeBear said:
Maybe make it a septic touch rework?
Would be a good change to a perk that is otherwise useless. Better to change existing useless perks than add a plethora of new ones.
-
They do suck for survivors alot, but at the same time it's literally 2 maps. Compared to Eeyrie that is 90% safe for survivors (literally got a second version added that looks just as bad), 5 different springwoods that are all terrible, Nostromo is massive for alot of killers, Toba can spawn disgusting setups and has awful collision auto aiming you onto nothing all the time, father campbells church is one of the most slept on survivor sided maps in the game with shack side spawning essentially infinites with how chainable the tiles can be, Gideon Meat Plants 95% god pallets, Garden of Joy where like Eeyrie 90% of the map is safe AND has the most broken main building in the game, RPD with super safe tiles everywhere, glenvale that wastes 1 minute of the killers time needing to drop kick 8 walls to remove god windows/super safe tiles, Ormond's size wasn't addressed and they added even safer loops and Disturbed Ward being way too big and unplayable for killers who rely on world spawns killer items due to how poorly it spawns them.
If we're talking unbalanced maps that are awful for one side, killers are suffering way more than survivors in this.
-
The changes fail on literally every front. They admit themselves in the patchnotes "We’ve also found that turret impact can be inconsistent, providing huge value at high skill levels and being very ineffective at lower levels.".
These changes do nothing to address this and only make it worse. New players weren't putting turrets down to begin with so he'd be in his anti-loop the entire match. Good players were doing things like doubling up turrets and strategically placing them to break him out of power more consistently.
Now basekit you'll never break him out with a single turret because it takes twice as long to do so and doubling up turrets is EVEN STRONGER because it's taking literally 15x longer for the flame progress to begin to regress and even when it does regress, it's regressing 92% slower meaning if those numbers are correct, it will be faster to burn yourself out of crawler mode if you've been tagged between chases then go back in the tunnel to get it back than it will be to let it regress naturally.
This will make putting 1 flame turret where you are and a second where you're choosing to go the way to break him out of his anti-loop and it will works every single time because it's taking 15 seconds to begin to regress which is significantly longer than the distance between the first and second turret.
This means good survivors will be keeping him out his power the majority of the match while bad players and solo Q will be getting dunked on 3/4 of the match as noone places turrets with any kind of strategy and everyone on a seperate gen will grab their own turret across the map. It also will be encouraging you to literally run at generators your teammates are doing because that is more than likely where they'll place the turrets.
So the end result is he'll feel worse to play, is weaker, is going to be encouraged to walk into turrets to burn himself out between chases, dumpster uncoordinated and terrible players and be completely unplayable vs SWF and half passable players.
-
@buggybug said:
Well then they better give us back the ability to stun her in demanifest state. That was so not needed to be added and yes I get wraith is still stronger than her but you still can clap him with pallets in cloak state.
You can hit wraith because HE IS STRONGER and he gets anti-loop when uncloaking. Not to mention all his equivalent addons are actually useful unlike Sadako's that have to do with cloak/deman. Sadako got the stun removal because pre-dropping was way too strong against her and they needed to nerf it alittle bit which is exactly what the lack of stun does.
-
@ReverseVelocity said:
It was added in error in the dev update. There's no cooldown at all.
Okay that's good.
-
@Alicia_Tried6041 said:
How exactly do you abuse waiting 60 seconds to pick someone up? It's a generous time to have to wait to pick yourself up. The slugging has to stop. Killers are meant to hook survivors. It's the way the game was intended.
Then killers should be rewarded for doing it. Right now you literally have to run perks in order to to get a benefit from hooking and those perks LITERALLY DELETE THEMSELVES.
The game has been pushed constantly into a direction where every single way to play nice effectively vs good teams has been nerfed time and time again by either nerfing killer perks or introducing/buffing survivor perks/items that punish you for hooking. Killer players said that if you keep nerfing playstyles without giving alternatives the result would this and that's literally where we are at now.
Your solution to just add even more crutches without actually addressing why killers are playing like this is just going to make them play even sweatier until the end result is every single match is a Nurse.
-
Until they fix the bug with it taking over killer item spawns, no. It would make those killers unplayable.
-
@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856024#Comment_3856024
Im not sure I understand the comparison here.
Anyways it is not the best move because the killer will most like not go far from the last gen being that high progressed. If someone lures him away from the gen, you can try but killers with high mobility will likely come back to it fast.
Splitting gens would be better because the killer cannot be at 2 places at the same time. So (depending on how many are still alive) having someone hovering the progressed gen to keep the killer in that area while others do one other gen far from it is the better way. If the killer goes for other gens the survivor hovering can then complete it.The fact you don't understand the comparison is all I need to know about your viewpoint on the matter and how you haven't even attempted to see it from the killers standpoint.
People tunnel because it's the most efficient way to play the game. What are the reasons to NOT tunnel? There are none, LITERALLY no incentive for the killer to not do it from a gameplay standpoint. The only reason is to make the survivors game more enjoyable.
Likewise, if there are 3 generators remaining, 2 are at 0 progress and 1 is at 80% it is the most efficient way to play to do the one at 80%. What reward does the survivor get for ignoring the generator that is almost finished to go do the 2 that are completely 0'd? None, so why would they do it?
When you have 4 survivors to kill and 1-2 are 2nd stage and the other 2-3 are 1st hook or 0 hook, why would you not kill the person 2nd stage to cut the efficiency down by 25%?
You're calling killers "baby killers" for playing the game efficiency and complaining that they are tunnelling when that's literally the most lucrative option they have. Do you want to know how to stop this situation? Reward the killer for going for the other players. Give them an incentive to do it, "oh I could get this person dead early and cut the efficiency by 25%, or I could get a fresh hook at get a free basekit pain resonance if I chase this person I've not hooked yet".
The fact killers need to run perks in order to be rewarded for not tunnelling and those perks DELETE THEMSELVES is the very reason everyone is doing it alongside the fact gen regression has been curb stomped into irrelevancy so you can't keep the match going on for long enough to not do it even if you wanted to anymore vs decent survivors. All nerfing these playstyles does is make killers play even sweatier with sweatier killers and at the rate this game is going there will be no other option for killers than to play Nurse 24/7 to have a chance to win consistently just like it was back in the day.
-
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860700#Comment_3860700
In what world are healing perks insane?
Brother you can instantly heal up off a hook in sub 5 seconds with resurgence.
We'll make it turns you into a portable medic for 90 seconds when you unhook people which allows you to reset everyone in 8 seconds solo.
We're gonna live forever had the endurance effect put on a cooldown rather than on a activation effect like before.
Have you actually used any healing perks before? It's night and day the pressure you can deny killers from just having 1 of them on, we're gonna live forever especially destroys killers momentum and can carry solo Q matches very well. All these perks BTW are stackable with each other and you can RIGHT NOW stack 3 healing perks to syringe somebody on the floor and heal them in 4-5 seconds.
-
@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858893#Comment_3858893
- He is insanely fast in his stealth mode that can completely ignore every survivors haste perk
- Unfair and busted speed boost after uncloaking that makes all loops unsafe and can get guaranteed hit every single time
- Op addons that makes him from slightly annoying killer to very painful to face (specially Coxcombed Clapper, "All Seeing" - Spirit and "Shadow Dance" - Blood)
- He is very ping dependant killer just like Huntress (if you have a bad ping against this 2 killers you screwed)
- Wraith is biggest tunneler and camper and hes power has perfect synergy with this strategy.
- Bodyblocking that is very easy with his insane speed at 6 m/s.
- He is stealth killer with no downside (no reveal mechanic, no lullaby, insane speed, very sneaky - if gen is around 80% and more hes noises almost unnoticable and bell with iri addon is complete silent, so you have no idea hes coming until its to late).
This tells me you don't know how to play vs him because his power does not make all loops unsafe in the slightest.
-
@Oputeeva said:
Deserved nerf, soloq can't handle him, he is small, stealth on demand, have 3rd person to deal with most loops 8m/s is more than fair
Unironically saying this tells people how much you don't understand how terrible this change is. It's barely better than a pig dash now who is 115% and not 110% movement speed, has actual stealth on demand because a stealth where you constantly laugh to give away your position on a cooldown is not "on demand", while having 0 cooldown to her dash or stealth instead of a 14 second cooldown with a shorter charge up to go about .5m less distance alongside the best passive slowdown in the game is not "more than fair".
Friendly reminder that the Pig who is now objectively better than him is one of the weakest killers in the game. But please do tell us more about how this Chucky change is good because the absolute bottom of the barrel players don't know what to do against him.
-
@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852964#Comment_3852964
If that is your only point go look at my other posts.
Tunneling at 5 gens is pathetic and nothing else. If you don't have any skill, train.
it's like complaining playing more complex music is unfair because you don't get it from the startJust curious, if there was 3 generators remaining, 2 of them are at 0 progress and 1 of them is at 80% do you start calling the survivor a skilless pleb if they go do the generator at 80% progress?
-
@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853706#Comment_3853706
Oh yeah, because killers don't ever finish games on 3-5 already.
If you're dying consistently at 3-5 gens that's a skill issue on the survivors part being unable to last in chase longer than 20s on these safe tiles while simultaneously deciding to just never do generators, these aren't the people you should be balancing a game around especially when MMR is being used.
Even if a killer hard tunnels, it takes 70 seconds to go to a second hook state on the hook. If a team is unable to do ONE GEN with 140 seconds of sitting on a hook, 20 seconds worth of hook time AND 40 seconds worth of chase time because they are really bad in chase then no amount of balancing short of making gens instantly pop is going to help them.
-
@StalkingYou said:
to preface this post I am a sadako main with 3k+ hours on her. I have mained her since release and have played every single iteration of her
the point of this post is not to say that her older iterations were good but rather to point out how weak she is.current sadako is only a slightly better version than release sadako, who was d tier by herself.
current sadako:
the teleport (which is 50% of her power) is honestly terrible because survivors can literally just counter it for free. there is little to no consequence to shutting off every tv that could even slightly inconvenience you as a survivor. quite frankly it is boring. what is even the point of a map traversal ability if the survivor can just turn it off for 70s and there is nothing you can do against that, and the survivor is not punished at all for doing it. also it still takes 5 years for sadako to emerge from a television. they could have given her an alright chase power by making it faster and make tvs an actual threat but nah
in terms of tapes, they do not do anything unless youre running a green addon (even then its not much) tell me, what kind of cursed tape allows the survivor to hold it for as long as they want? the fact that there is pretty much no difference between holding a cursed relic which has killed hundreds and not holding it is just hilarious
condemn is the most controversial topic, im sure some will disagree and I get that because its an instakill feature but IMO its too weak as well. since survivors can run around with tapes forever and can insert them in your face in 1 sec (lmao) its really not much of a threat to them when its so easy to avoid and cleanse. oh and I honestly dont think anyone even takes the condemn lock in mechanic into account ever given how useless and counter-productive that is.
so we have a killer who has virtually no chase power, and to make up for it she has map traversal, stealth, and slowdown. except the map traversal can be shut down in one second for free, the stealth is garbage because she literally has a lullaby, and the slowdown is easily countered because half the time your tvs aren't even on and also tapes dont do jack.
I know shes a noob stomper and listen, I dont want a killer that has a crazy miserable ability to instakill survivors at 5 gens and make an insanely oppressive secondary objective. I want a killer that lacks in chase but makes up with it with decent map traversal and a slowdown which is actually threatening. that's not too much to ask for. I aI disagree that Sadako is better than release (which I'm assuming you're referring to as 1.0).
Sadako is objectively in the weakest state she has ever been in (for live builds if we aren't counting the state she was in for 2 weeks at the start of this version where her power was on a 15 second cooldown).
1.0 Iri tape facilitated you to be able to play full condemn which could get you multi-hundred win streaks as showcased by OnePump and facilitated no condemn builds because your TV's were in your control and thus you could consistently use them for builds like make your choice.
2.0 Sadako (tape breaking) Sadako had counterplay to survivors stealing her power (exactly how it should be).
Current Sadako it doesn't matter if you are the greatest Sadako player in the world, your power is held hostage by the survivors with 0 downside and there is LITERALLY nothing you can do about it. I say this as someone who has won every single match vs her when I play with my friend.
The problem is people play 1 game as her, spam TP again survivors who don't know what they are doing, get a 4k then say she's insane. In reality the second you play vs 2-3 people who understand your power and actually play against it properly like most survivors do for every other killer in the game, she literally has no power. This could be stopped in 1.0 with iri tape, this could be stopped 2.0 basekit, this can't be stopped in 3.1 no matter your addons.
-
@XombieJoker said:
why are you waiting for the bots to finish 5 gens, just end the game quick, bots are so easy. If anything the DC penalty should be increased
It's much faster to just let the bots do the gens than to hook them all until they die if the DC happens early while playing most killers.
-
It would be very broken. Sadako's gets the movement speed out of tunnels because she doesn't have anti-loop and this gives her a tiny bit of anti-loop and she needs it to keep ontop of survivors when pushing condemn.
Xeno has arguably the best anti-loop in the game (outside of the Nurse ofc), insanely good basekit information with the footsteps, his tunnels don't go on cooldown anytime he uses them unlike Sadako and you will know when someone goes near a tunnel because of the footsteps which would lead to guaranteed free hits.
I admit xeno feels horrible to play right now but that's because they've added 45 different cooldowns on his tail since he released and now it just feel horrific, combined with wonky hitboxes that punish you for missing even more even if you don't miss. I would rather they try to address this aspect of his kit than add gimmicks to him that will make him feel extremely cheap to play vs.
I also hate how they called his tail mode "runner mode" but it doesn't make him run or move any faster. I've always hated that name and always will.
-
@sizzlingmario4 said:
Because Machine Learning becoming more consistent by being able to be activated through just one generator kick made the 60 seconds duration too good.
Most other killer movement-speed perks were outclassed by this in most situations and being able to be 10% faster for that long isn't really healthy either. It got a pass before because the perk was niche and hard to activate, but it isn't like that anymore.
It's still going to be decent at 45 seconds. Not as good as it was, but still alright.
You're right it was far too good, that's why it became meta over night and you couldn't go a play session without seeing the perk. Oh wait, no it wasn't and it's usage has barely even nudged if at all. Outside of one Hens video I haven't seen a CC run this consistently or even played against in a SINGLE TIME since it's change on the PTB.
But hey, I guess just reencouraging everyone to run 4 slowdowns 24/7 is much more enjoyable than some actual variety in the matches.
-
@mmontgomery7895 said:
• Platform ---> PC
• Description of the issue ----> (Below)
Hi guys, I lost my left hand in an accident, so I use a controller and a razor naga to play (12 buttons). Ever since the big update, the game will drop to like 10 fps when I'm using both mouse and controller simultaneously making the game unplayable. I tested to see if it was my controller maybe, so I bought another controller, still same problem... I love this game but it's so saddening to play now... so I don't. I thought about telling someone on a DBD forum right when it happened I doubt it would be looked into. 😥 But some friends who play DBD encouraged me recently to post so here I am.
• Steps to reproduce (if possible) --> Use both controller and mouse at the same time
• How often does this occur----> Every time you use both controller and mouse the FPS MASSIVLY drops
If I just use the controller by itself or the mouse and keyboard it works fine, but because of my disability I can't use a keyboard with one big finger (stub) haha. It makes me sad that I can play how I normally would play but it would mean the world if a developer could spend a little time on the issues if not, that's fine, I understand 99% players would never have this problem and it's not a problem that many players will run into unless their disabled.
Just tested it myself and using both inputs in some cases is well over halving my fps going from locked 120fps down 50 fps.
I have found a workaround for you players suffering with this though
if you're on steam (I'm assuming you are) bring up the overlay (shift+tab by default) with the game open and your controller connected.
On the bottom of the overlay click the controller button (hovering over it says controller settings).
From there click "Enable Steam Input" and it will bring up a set of options including but not limited to "view layout" "edit layout" etc.
Click on the tab that says "Using Recommended Template: Official Layout for Dead by Daylight - Gamepad".
In this menu, click on the "templates" tab up at the top.
Chose the template called "keyboard (WASD) and Mouse".
In the bottom right it will say "apply layout", click that. You shouldn't have FPS drops anymore. I'll make a video guide tomorrow for you guys.
-
@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815692#Comment_3815692
Thank you! We have forwarded this to the team.
I made sure to delete the prior log file before playing the match too so the only data in it is from a Sadako match.
-
DeadByDaylight.log@Coordi said:
Good morning! Can a PC player please provide a log so we can get it to the team? After a game with Sadako experiencing the bug, quit the game and follow these steps:
Press Win+R
- Type in appdata
- Press OK
- In opened window navigate to: \Local\DeadByDaylight\Saved\Logs
- Usually you would need to attach the DeadByDaylight.log file. (Just the one)
-
Plastic bag is a good addon and one I use alot outside of chaos shuffle. I've gotten countless hit from it by negating sprint burst/lithe plays as I sneak up to a survivor in hidey ho who's on a gen.
-
Was said when it was first introduced, the idea a perk can only get value if the otherside mess up and not only mess up, mess up one of the most basic interactions in the game that you aren't under any pressure to mess up is insane. Then not only do they need to mess up but they need to do it multiple times.
It would be like giving the survivors a perk that only activated when the killer misses a basic attack within 3m of you. It's just obviously a terrible activation effect.
-
@TheDavidKingMain said:
Yeah, I said it.
Let’s stop pretending that the biggest problem in the game is anything besides how rampant tunneling is.
Just look how miserable chaos shuffle is for survivors currently. Extremely low chance of getting anti tunnel, meaning that if the killer wants to tunnel you out immediately they can VERY likely do so.
You should not NEED to run anti tunnel to have a playable experience.
Killer shouldn't need to have half the perks into slowdown on the vast majority of the killer roster and yet they do.
Tunnelling is rampant in chaos shuffle because you never get slowdown and it's a must in the games current landscape. With no slowdown they need slowdown elsewhere hence they tunnel.
Why don't people like you ever wonder WHY people are tunnelling? Couldn't possibly be the rampant regression nerfs for the past 6 years that have annihilated the ability to play the game for hooks on any killer that can't have 20 second chases.
-
@Skaphegor said:
She is in a really good spot now.
The old versions of her were just oppressive and annoying. She was only played to farm free kills. Now, she has to work for it like other killers do.
She is fine imo.
She's not. She's the only killer who you can literally delete the power of as a survivor with 0 drawback other than taking 3 seconds out your time of doing a gen to grab a tape. Not to mention one of the only buffs they gave her in her last rework they messed up and actually nerfed it and are STILL YET TO FIX IT.
-
Yea they were so over nerfed that they are still in 90% of my matches and are a permanent staple on my loadout on survivor. They are fine.
-
You aren't hearing them dropped in chase because the sound is broken atm and it just flatout doesn't play alot of the time. I had a situation where someone dropped one while I was looking at them and I saw an animation of their hand and thought "what was that supposed to be" then got blinded by the silent flashbang.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773380#Comment_3773380
its not stronger though. Its different, and has a very easy counter. I think you really overestimate how big 12 meters is. Go into a match as trapper, now lunge twice, that is 12 meters.
Try the combo in a few matches, and see how weak it actually is.
Let me explain this better,
I have 4k hours, and i do not use weave and franklins? Why? Because its just not that good of a combo against the types of teams i regularly face, because they quickly counter it, and now i have 2 perks. Better to bring the best tracking perk in the game, nowhere to hide which can be done with a single perk slot.
There's no point arguing with them. If they don't understand how a perk that you can instantly tell is in effect the second you load into the game is easily counterable no argument can be made to convince them.
The actual way it's overtuned is on the 2 story maps like midwich where it can give permanent aura read on 1/4 of the map very easily but noone ever bothers to suggest fixes for this specific problem because they'd rather the perk just gets gutted in it's entirety, just like what happens anytime a killer perk is half passable.
-
Yet another patch where perfectly fine slowdown perks get nerfed and then gen progression perks get buffed where gens are already flying at mach 1.
-
@Rokku_Rorru said:
He should lose his power after a scamper, no lunge. literally 0 effort to do well as him.
No shot you are actually complaining about the current state of scamper… It holds literally 0 threat
-
@upsideinsanity said:
or…. don't tunnel.
And if someone is weaponizing their DS, leave them in the locker and move on.
or just…. understand the post.
-
@Ohyakno said:
Cool. Do survivors gain a hook stage or immediately die if two gens pop too fast?
The survivor exceptionalism is ridiculous
Literally this. I bet survivors wouldn't be happy if the killer got rewarded for survivors being efficient on generators like if 3 gens got completed and you only had 1-2 hookstates suddenly everyone gains a hookstate.
This bug is terrible since it literally encourages you to suicide on hook if you're 2nd stage and there are 2 gens left to do because it essentially means the killer will instantly lose.
It also encourages you to just slug anyone who is 2nd stage and you have 2 gens left and then snowball. I've already seen alot of people just switch to a full slug playstyle to counter the gen bug.
-
@Arylios said:
I was just in a match against a Sadako that just kept spamming to teleport. If she downed one of us she would just slug and continue to teleport around the map. Yeah, i take the vhs to the other tv to prevent from being insta killed. We couldnt focus on gens because of this
Stop doing gens next to turned on TV's and she can teleport until the end of time and it won't do anything.
-
@Neaxolotl said:
Is it really an inconvenience tho, I don't think I'll be annoyed that much in holding or not
Depends how they implement it. If you go into the pod at the same speed but holding it will begin to track them as you're going into it it'll be fine.
If it's setup like PUBG where the hold interaction is delayed compared to the press interaction it could be a problem.
-
Behaviour, noone is playing chucky. He isn't fun to play and literally all you've been doing is making him less lucrative to play. Why? He wasn't even overpowered before with scamper and you're now removing the only thing from the change that could be conceivably considered fun.
It's like they are looking at his player numbers and going "guys, there's still 3 people playing Chucky. What can we do to make them all quit?".
-
It's almost like drop kicking all gen regression, buffing toolboxes, making sabo'ing easier so hooks are impossible and buffing the perks that make saboing easier will result in killers playing sweatier to make up for the lost pressure.
Who woulda thunk it….
-
@Devil_hit11 said:
Maybe they're going buff base gen defence. perhaps reason that they're weakening gen defence is for some room on base game changes.
This is a terrible argument because even if it is the case, they should've done the basekit buffs at the same time. Right now playing killer is absolutely miserable and so is playing survivor because killers need to do more things to make up for the lack of pressure. The result is quad slowdown every match and way, way more slugging, tunnelling and proxy camping.
-
Honestly one of the most awful changes they've ever done. Took any and all skill out of Sabo'ing and allows literally anyone with any toolbox to do it with 0 effort.
The people defending it will also be the same people crying when killers decide to just slug every single match because against people who know how to do this half passably that's the only counterplay.
-
Take off one of your gen rush perks or crutch exhaustion perks to run distortion which literally hard counters EVERY SINGLE AURA READ IN THE GAME.
Like how are you going to complain about aura read when there is a single perk you can run to completely delete the entire mechanic? If killer had a perk that made survivors be exhaustion 24/7 no matter what it would be literally the #1 used perk over night. You literally have that equivalent perk and you still want to nerf the aura read…
-
@Btobin2426 said:
Yes iron wheel was over nerfed. Anyone who thinks is was not definitely always plays the killer. If as a killer you are so worried about somebody having iron Will. There is a perk you as a killer can play to nullify it for a period of time long enough to find the survivor. I think iron Will should just be instated the way it was. Put it back to 100%. It just seems like a lot of survivor perks are taken away from the survivors and The killer perks just continue to get better and better. Especially with perks that not only nullify survivor perks, but also a lot of Aura reading perks so you can find the survivor all the time.
Yea you're right. Eruption is so good right now, call of brine is amazing. Pain res totally hasn't been nerfed literally every single time it's been changed. Pop didn't just get a massive nerf. Dead lock wasn't nerfed either was it? Sloppy butcher and every single mangled and haemorrhage addon wasn't just MASSIVELY nerfed. Save the best for last wasn't just nerfed either was it? Ultimate weapon definitely didn't just have the main reason it was strong obliterated. But please tell us how the killer perks continue to get better and better.
Iron will is strong right now and perfectly fine, the only reason it's not ran more is because it doesn't work with exhaustion perks and it shouldn't because it's so good.
Also really, you're going to complain about aura read perks while survivors have a single perk that counter literally every single aura ready ability in the game?
Literally the next match after I made the post:
https://youtu.be/zhoRYtIMlxsPlease tell me more about how it's useless
-
@MrT1412 said:
If their vision of the game is less gen slowdown via perks, that's great. I just hope we get some buffs for weaker killers. It's very difficult to pressure generators adequately on some.
But if that's their vision, mass nerfing all the gen slowdown so you HAVE to stack them together is the complete polar opposite way of addressing the problem. You don't nerf the only gen regression that's usable on it's own to unusable levels, buff the items that progress generators and a perk that puts a perma buff on every single generator and expect killers to use less slowdown.
There needs to be either basekit buffs to killers gen slowdown so they don't feel the need to run the perks as much in the first place, nerfs to gen progression from the survivor so again they don't feel the need to use them and/or big buffs to gen regression when used on it's own but diminishing returns when stacking.
-
@Mondhirsch said:
Basically no one plays Iron Will anymore since it got overnerfed (from -100 noises to only -75% noises AND not working while exhausted).
Still I gave it another chance lately.
But now with "Languid Touch" in the game when literally every crow makes you exhausted, it's the final nail in the coffin for Iron Will.
Maybe it's time to remove the Exhaustion-Restriction since no one understood why it's even needed in the first place.The perk isn't over nerfed at all. It's still insanely strong and I run it on all my builds. You can still crouch right next to killers and they won't hear you (and I play 14 second moan Rebecca) and in chase with the chase music there is no chance you are hearing an iron will survivor. It's perfectly fine right now and extremely strong.
-
As of the Vecna patch, the bug still exists. This time I managed to get someone who owns Sadako to help me record this one so the quality should be much better since I'm the survivor and I run at much higher resolution than the initial footage I got.
https://www.youtube.com/watch?v=Wf-tcToHtx0 https://www.youtube.com/watch?v=f_dQ24Jbe6UBoth of these are from the most recent patch on different invisibility while demanifested cycles. Can include full commentary for these video too if these small videos aren't long enough to give full context.
-
He's just boring now. This isn't even a case of whether he's stronger or weaker, but the main reason I bought him was because he just bypassed god pallets which shouldn't even be in the game, but apparently god pallets which give the killer no counterplay are fine but the killer having an ability to get a hit at those very same pallets is problematic.
It was never a free hit on other loops, it was a mindgame and part of your toolkit giving you options at a loop with how you wanted to approach it. Now you approach literally every single loop identically. Take the pallet side, slice and dice 50/50. Take the pallet side, slice and dice 50/50. Someone comp drops the pallet? Break the pallet, slice and dice.
There is only 1 passable place I've found to use slice and dice scamper and that's if the survivor shut themselves on the inside of shack with the pallet drop and they pre-run it instead of standing to the side or if they comp dropped the shelves on gideon. Otherwise again, break pallet slice and dice.
This excuse of "un-counterable hits" for removing the entire mechanic while god pallets are not only in the game but actively being added to maps that didn't have them like Hawkins is quite frankly, a joke. Where's the killers counterplay for someone comp dropping 90% of Gideons pallets? Just play Nurse 24/7 I guess.
-
If they wanted it to have a negative effect it needed to be like 30% or be action speed at bare minimum
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730478#Comment_3730478
I'm personally wondering if I can play in a way to force Sadako mori's, but Pyramid Head is looking mighty fine this patch.
Play her like 1.0 Sadako, know survivors near TV's if you can. While they are swarming to help you can push free stacks on them. combo it with forced hesitation too so you can maximise your slugging potential
-
Should've known after 3.0 Sadako changes on the PTB where literally every Sadako said she was too weak and then they nerfed her even more for live which they had to damage control within a couple hours of releasing the patchnotes because so many people backlashed (where she is still nerfed from the PTB). BHVR don't listen to PTB feedback unless it's a MASSIVELY universally agreed something is terrible which rarely happens.