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Dead Hard is still the preferred exhaustion perk by top players. You're just bad.
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@TerraEsram said:
So what perk do killers complain about now?
Adrenaline nerfed
DS nerfed
background nerfed
Buckle up nerfed
We can do the same in the other way, but it resolve nothing, except, again, making a "Killer VS Survivor"Killers complained about those perks but definitely far less compared Pain Res and Pop. Most survivors complained about Pain Res and Pop while some killers complained about BG Player and Buckle Up. The scale of the complaints aren't the same.
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734507#Comment_3734507
Such as? I'm fairly sure every meta since the original Hex Ruin has been gen regression, and killers complained about every nerf. The metas were:
But these metas weren't as aggressively ingrained as PainRes/Pop, and killers weren't crutching on them as hard as this.
The Clown winstreak was performed with Redhead's Pinkie Finger, which completely changes the killer to an instant down killer. The streak would have been far less without it.
That's still Clown though. That doesn't change much. And you'd have to do this for all the winstreaks that people have been running on a wide variety of killers. Including, actually, Onryo specifically, who has a 409 winstreak logged. Even Freddy's got a 50 from Otzdarva.
The point is that these killers are called 'weak', yet are still able to produce results that, in any other PvP setting, would be considered 'broken beyond belief'. Clearly some people are able to play these killers to phenomenal result, but because other individuals aren't good with them, any statistic that doesn't match their personal experience with said killer is considered 'clearly invalid'.
No matter how many winstreaks show up, no matter what way the statistics go, there's always personal anecdata that is being elevated above anything observable, always to the same conclusion: Killers UP.
But these metas weren't as aggressively ingrained as PainRes/Pop, and killers weren't crutching on them as hard as this.
You actually have 0 idea what you are talking about. Original Hex Ruin was by far the most ingrained meta and practically every killer needed to run it because every other perk was terrible and gen rushing was far stronger (gen rushing is much weaker now due to nerfs). I can't find the original source but there were stats showing that Hex Ruin was used by 80% of killers, far more than Pain Res (40%).
I believe it's the complete opposite of what you said. In terms of meta popularity and regression perk dependency, I would rank them in the same order I listed them:
- Hex Ruin
- Hex Ruin + Undying + Tinkerer
- Eruption + CoB + Overcharge
- Pain Res + DMS
- Pain Res + Pop
The reason for this is that in 2019 almost every perk was terrible and gen rushing was far stronger. As the years progressed, more useful perks were added and gen rushing got nerfed, making it less important to run gen regression perks.
That's still Clown though. That doesn't change much. And you'd have to do this for all the winstreaks that people have been running on a wide variety of killers. Including, actually, Onryo specifically, who has a 409 winstreak logged. Even Freddy's got a 50 from Otzdarva.
The point is that these killers are called 'weak', yet are still able to produce results that, in any other PvP setting, would be considered 'broken beyond belief'. Clearly some people are able to play these killers to phenomenal result, but because other individuals aren't good with them, any statistic that doesn't match their personal experience with said killer is considered 'clearly invalid'.
No matter how many winstreaks show up, no matter what way the statistics go, there's always personal anecdata that is being elevated above anything observable, always to the same conclusion: Killers UP.
When people call a killer weak, they are talking about the killer overall. They aren't talking about that one specific build required to make the killer strong, especially if an Iri addon is required. Sadako is another good example. She was widely considered as one of the worst killers in her original version, but people acknowledged that her Condemn build (Tape + Ring Drawing) made her strong. For example, Otz rated her as the 3rd worst killer but acknowledged her Tape addon made her far stronger.
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I think the only issue with Turrets is that you get slowed down too much from destroying them. They should revert the cooldown to how it was originally but only for destroying Turrets.
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It's completely fair. If you played any other competitive game, e.g. LoL and CSGO, they will penalise you for leaving regardless of how it occurs. That's because there are other people playing the game with you. It's unfair that they have to play with a leaver.
Also, if they removed crash penalties, people could just abuse it by intentionally crashing their game to DC for free.
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@Moxormog said:
You guys literally have a killer that is composed of 4+ different killers…. Your complaining and the DEVS hand feeding you the games is KILLING the game. Survivors are quitting.
Lmao. That's like saying Knight is 4 killers because he has 3 Guards and himself. Completely flawed logic.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732811#Comment_3732811
Killers need means to slowdown because they can't have all 4 survivors away from gens. Devs want to promote chase play but instead of buffing chase perks they nerf gen defense. Best logic ever.
We've had metas before PainRes-Pop where this wasn't an issue. Why is it an issue now? Even so, if you want to argue that the nerfing of PainRes-Pop is going to drop killer win-chances across the board, the only way that can be is if PainRes-Pop are objectively the most effective way to play. And with killers overperforming, that means the nerfs are perfectly justified, both on the subject of balance between factions and between killer perks.
Killers ''win'' so often because the situation with survivors dying on the first hook intentionally still hasn't been resolved. The kill rates for many pub-stomper killers remains high exactly because some people do die at 5 gens on purpose which then often results into 3 or 4 man death on survivor side since 1v3 at 5 gens is not a simple task for SoloQ randoms.
Except the kill rates are consistently high across the MMR levels. Even in high MMR, which you can't get to with quitter attitude, killers perform really, really well. And as Pulsar points out, 4-man high MMR SWF, which logically should not have -any- quitter activity, still won't hit 50% escape rate.
We've had metas before PainRes-Pop where this wasn't an issue.
Such as? I'm fairly sure every meta since the original Hex Ruin has been gen regression, and killers complained about every nerf. The metas were:
- Hex Ruin
- Hex Ruin + Undying + Tinkerer
- Eruption + CoB + Overcharge
- Pain Res + DMS
- Pain Res + Pop
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732853#Comment_3732853
It's exactly the type of statistics that devs present, griefers, trolls and chill people who only inflate kill rates are not excluded from the final numbers.
But this is not a one-way thing. Killers that throw are also not excluded from the stats. And yeah, Freddy and Sadako will likely have had high kill rates because the only people playing them know them intricately and know how to make the most of them. One of the highest win-streaks was on a clown, for example. Another one on Twins, both killers that were written off by the forum community as being garbage tier.
Again, you're just presenting guesstimations from personal anecdata as a hard counter to what is statistically shown. That's not to say there's no outliers and statistical anomalies, but on the whole, killers are the stronger role at the moment. Yes, even against high MMR swiffers.
win-streaks was on a clown, for example. Another one on Twins, both killers that were written off by the forum community as being garbage tier.
The Clown winstreak was performed with Redhead's Pinkie Finger, which completely changes the killer to an instant down killer. The streak would have been far less without it.
Twins was not considered weak. Many tier lists placed her in A or B tier. People just didn't play her because she was unfun and clunky.
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I like playing Twins.
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@100PercentBPMain said:
You made this thread so why don't you just tell us bro
After some testing, my guess is Grim Embrace. It's currently the strongest killer perk.
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Chucky is strong af now. Run both of his cd reduction addons and you can spam his power non stop.
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@[Deleted User] said:
Deadlock and Grim are nerfed too
Survivors weren't complaining about them, which is why I didn't mention them.
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I've played Hag for years. The main issue with Hag is large maps. Since the map is too large and there are too many routes, your traps get spread too thin and it's very hard to get downs if survivors know what they are doing. If survivors constantly remain outside of your web of traps, they can just keep reseting after every hit. Chasing them is pointless since you are a 110 killer and your chase is too weak. The only survivors who lose against Hag on large maps are those that don't know about this counterplay and keep running further into the web of traps.
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WOO provides multiple health states by helping survivors avoid dead zones and path properly. Avoiding a dead zone is effectively gaining a life state as running into a dead zone is an almost guaranteed hit. WOO is most effective against killers that can quickly clear pallets and create many dead zones, e.g. Wraith, Cannibal, and Singularity.
Similarly, poorly pathing to a pallet or window will allow the killer to close more distance, which can result in a hit. This will impact survivors who don't know the map layout the most. WOO serves as a large crutch for these players and removing it would result in a large drop in escape rate. The 3 most important skills for survivors are understanding: the map layout, how to run tiles, and how to loop specific killers. WOO allows survivors to automatically gain a good understand of the map layout. People underestimate the difficulty of learning all the maps. There are currently 39 maps, more if the variations are included. It would take at least a year of playing to learn all the maps to the same extent that WOO provides. The value of WOO will only increase as more maps are added. It may even become a necessity in the future when there are far too many maps to learn.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716500#Comment_3716500
Exactly. People aren't running woo because it is such a broken perk, they run it because the info soloq survivors get is extremely limited without the use of aura reading perks. Woo, bond, kindred, etc. are basically a necessity if you don't want to be utterly clueless in the mess that is soloq.
The gap between SWF and solo queue is largely overrated. Unless you're playing in a high MMR 4-man SWF, you won't have a large advantage compared to other party sizes. 4-man SWFs only occur in ~5% of matches. High mmr 4-man SWFs are probably in less than 1% of matches, so 99% of the player base perform similarly.
https://new.reddit.com/r/deadbydaylight/comments/1arg1o4/developer_update_stats/
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716465#Comment_3716465
I would definitely contest that there's a particularly strong correlation between strength and pickrate. There is a correlation, but it's generally only moderate, not particularly strong- I'd even point to the current top ten as evidence of this.
Some of the strongest stuff is there, we can see Sprint Burst and Adrenaline for example, but we've also got some stuff that definitely isn't top ten in terms of pure strength. The obvious thing to point to is Self Care, which is definitely not that strong, but it's not the only outlier; perks like Bond and Kindred are good, sure, but they're not top ten good, and neither is WoO.
Now, to be clear, I do know why those perks are run. They're very useful information perks for solo queue, Kindred especially being very nice for tracking the killer. That supports my point, though, which is that there are reasons beyond strength that drive pickrate. Convenience and experience matter too, and WoO is a perk that can be very nice to use because it allows you to not pay too close attention between chases— but almost everything it does can be achieved by just using your eyes between chases, so it's hardly strong because of it.
Pain Resonance actually IS an exceptionally strong perk, it isn't just nice or convenient. Same with old Dead Hard, it was one of the most broken single perks in the game's history. Sometimes, the top stuff is picked because it's the strongest and most effective. Sometimes, the top stuff is picked for other reasons.
Again, I'm not against WoO being nerfed, but it'd be for variety reasons, not balance reasons. Its pickrate is kind of nutty and not great for perk variety.
There's a high correlation but not a perfect correlation. With the exception of Self-Care, those perks you mentioned are still top 15 in terms of strength, which is close enough. Self-Care isn't that bad though. Pre-nerf Self-Care was the 5th most used perk at max MMR. In recent years, its value has drastically increased due to the large nerf to Med Kits.
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@jesterkind said:
I think it's kind of a stretch to say that WoO actually is the most effective survivor perk in the game, especially as I assume BHVR are looking primarily at Pain Res' impact on the trials it's present for.
It's just picked a lot, it's clearly not the actual strongest thing survivors have so I don't see any reason it'd somehow be the most effective instead.
Not that I'm necessarily against it getting nerfed, but specifically comparing it to Pain Res doesn't quite work because PR really is that strong, and WoO isn't.
BHVR mainly nerfs perks people complain about. The only reason WOO hasn't been hit yet is because the vast majority of the community views it as an innocent learn the map perk. As I mentioned in my post, it has similar usage to Dead Hard for distance. That's fairly absurd considering DH was the strongest perk in the history of DBD. You don't simply reach that usage rate by being a weak perk. There is a very high correlation between perk usage and perk strength. The top 10 most used perks are typically the strongest perks at the time, as seen by past data:
https://new.reddit.com/r/deadbydaylight/comments/1arg1o4/developer_update_stats/
https://new.reddit.com/r/deadbydaylight/comments/171i5hc/see_whats_being_used_before_730_drops/
BHVR actually released data showing that the higher mmr people are, the more they use the strongest perks, proving the correlation between strength and usage (x axis is MMR).
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@sizzlingmario4 said:
Usage rate isn't everything.
Deadlock overall is not as strong as Pop and Pain Res were, but it had no input required from the killer. It just works, and was particularly good for camping playstyles since the effect is entirely passive. Ultimately even if the killer was completely AFK the perk still worked. It'll still do that too, it'll just be slightly less effective.
And fwiw, I would not say Deadlock and Grim Embrace are getting the same treatment as Pop, Pop got a much bigger nerf than the others.
@Hex_Ignored said:
Deadlock is basically camping support as it just works without any input from the killer and the time it buys is a lot, especially in a camping scenario, where survivors already can't really afford to waste that much time.
Grim embrace change is completely negligible and won't really make this perk any worse.
Its usage for camping is still very low in comparison to its other uses. See the killers that use it the most https://nightlight.gg/perks/Deadlock. It's mainly used by killers that need to set up or charge their power:
- Twins: long delay between power, can't use other slowdown perks well, and doesn't use hooking perks due to slugging
- Executioner: can't use Pop and Pain Res due to cages
- Pig: need to stall time for traps
- Nemesis and Shape: need time to build up power
- Hag: can camp but also uses it to set up traps
- Cannibal: potentially camping
- Xeno and Blight: likely just for gen stall. They don't need to camp since they have high mobility
- Oni: uses it to stall time to charge his power since he's a M1 killer at the start of the game and during cool down
They also didn't mention that they nerfed it due to camping. They just nerfed it because they thought it was too strong.
The Grim Embrace change is small but unwarranted. I experimented with Grim Embrace a lot and my conclusion was that it was weak since you would still achieve much better results by tunnelling. Nerfing it would just increase tunnelling.
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The 2 major issues with Twins:
- Clunkiness: made them annoying to play
- Victor being held hostage: made them boring to play since you effectively had no power for most of the match
This update addressed the 1st issue but not the 2nd. Twins is a killer with a 40 second cooldown, which is absurdly long. There is no other killer in the game with nearly as long of a cooldown on their primary power.
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They should keep being able to recall Victor when bound. Victor being held hostage was the largest problem with Twins.
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Yes. 40% escape rate is normal when DCs are excluded. 30% is likely including DCs.
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Anyone defending this behavior is definitely a biased survivor main. Anyone who has ever played against survivors hiding for 20-30 minutes would describe it as the most boring experience ever.
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Ultimate Weapon was a mid tier perk. Survivors are going to have a worse time now that UW is useless and killers will use better perks.
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@Yharwick said:
1. I've seen UW run on a bunch of different killers not just the ones you listed. Nightlight's statistics are not comprehensive.
2. Ultimate Weapon was only in the shrine for the first time a week ago since then I've been seeing it a lot more often. Keep an eye on it cuz I expect the usage rate to go up.
3. Even if it's not the most used info perk that doesn't make it not the best. Artist is one of the best killers in the game but is one of the least played. Usage Rate =/= power level.
- Obviously other killers would use it. I just listed the killers that use it the most.
- The perk has been out for months and its usage rate has stabilised at 6-7%, as shown in this chart. Unless the perk gets buffed, its usage won't change significantly.
- There is a big difference between perks and killers. There are far more factors that determine how much a killer is played, e.g. how enjoyable they are, how hard they are to play, and how long they take to learn. For perks, the main thing that determines their usage is how effective they are, which is why the strongest perks are the most used perks, according to the stats.
@Iron_Cutlass said:
Usage Rate =/= Strength
Eruption was a busted perk but it was not used every single match by Killers.
Also you have to consider Killer powers. Killers like Nurse, Wesker, Blight, and Huntress will feel more inclined to bring Aura Reading since it provides more accurate information relevant to their power; all of which are highly used Killers. Ultimate Weapon can still work for them but to a lesser effect.
Ultimate Weapon has a stronger effect on other Killers who just need the tracking but not insanely accurate information. Ultimate Weapon also synergies with certain builds/powers seeing how Killers that rely on interactions being interrupted (Sadako, Pig, etc.) can reliable use it.
Eruption was underused before it was buffed. Once it got buffed, almost everyone was running it and 3 genning every match. It was the main factor that started the 3 gen meta.
Also you have to consider Killer powers. Killers like Nurse, Wesker, Blight, and Huntress will feel more inclined to bring Aura Reading since it provides more accurate information relevant to their power; all of which are highly used Killers. Ultimate Weapon can still work for them but to a lesser effect. (I know Nightlight says otherwise but Nightlight is not reliable since it is player submitted information which can easily be spoofed or lied about.)
That's what I said in my post. The main killers that run it are the ones that synergise well with it. It isn't a generic strong info perk that every killer can run.
@Snowbawlzzz said:
This actually means nothing and does not dissuade a single argument in favor of nerfing Ultimate Weapon.
Actually it does. The data shows that the perk is not as strong as people claim and that it's a mid tier perk. Nerfing a mid tier perk is unwarranted.
@C3Tooth said:
Its info is bad, people dont complain UW for its info.
- Its the no basekit counter against the perk at all.
- Its the high speed killers can instantly spawn to survivors' position (which Aura perks can also do, so this doesnt matter)
- Calm Spirit does not prevent the blindness, and the linger effect for 30sec makes hiding in locker does not work, unless killers think hiding in locker for 30sec for every 1min is a counter, which they do.
- Its the denying 20 aura perks (WoO is a clutch perk blabla) is fine, but for some reason Distortion is complained about.
- And final, denying basekit aura of slugged and hooked teammate, this is the core problem of the perk for me.
Info is not something to complain about UW. Its the insane utility that the perk gives.
Cool but it's still a mid tier perk according to the data.
@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678226#Comment_3678226
Tell me with total seriousness buckle up + For the People is balanced because it doesn't show up in the top 10 anywhere. Usage rate is such a terrible argument for balance
The big difference is that a 3-4 SWF is needed to effectively use Buckle Up + FTP and 3-4 SWFs are only a small percentage of players. If Ultimate Weapon is really the "strongest info perk", any killer should be able to use it effectively resulting in a high usage rate.
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Clown still sucks. I still don't use the Yellow bottles due to the long cooldown and low bottle count. Imo, Clown needs 7 Bottles base kit and a cooldown reduction.
Hag still gets destroyed on large maps due 4.4 m/s and forcing to spread her traps too thin.
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@OneNineTwoNine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676591#Comment_3676591
Whataboutism. One can have an issue with a specific perk while also recognizing that other perks also need to be changed.
I would say that the thing that contributes to the low pick rate is merely because most killers like running 4 slow down perks instead, and the small percentage of killers who don't need that, are probably picking perks like UW.
10% is still a high percentage though, that's actually a large amount of killers. I don't know how many killers there are in total if we include all platforms, but I wouldn't be surprised if it's high enough to make 10% very noticeable.
I would say that the thing that contributes to the low pick rate is merely because most killers like running 4 slow down perks instead, and the small percentage of killers who don't need that, are probably picking perks like UW.
False. The killers that run UW the most are mainly the ones that have large synergy with it. https://nightlight.gg/perks/Ultimate_Weapon
Alien: ran due to base kit perk
Trickster and Huntress: locker synergy
Wesker: 40 m terror radius synergy
Oni, Nurse, and Blight: high mobility let's them easily proc Ultimate Weapon
The other killers that run it still need slow down: Nemesis, Pig, Execution, and Plague
10% is still a high percentage though, that's actually a large amount of killers. I don't know how many killers there are in total if we include all platforms, but I wouldn't be surprised if it's high enough to make 10% very noticeable.
You know 10% means you see it once every 10 matches right? That's hardly anything. Also, its usage is closer to 7% since Nov 2023.
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Why do people still complain about Ultimate Weapon? It's no where as good as most of the other perks killers have right now.
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Trickster is still a B- tier killer. https://youtu.be/28Pgh-K2NjE?t=68
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I tried it and it seems mediocre because you can't find survivors and kick gens during the long duration. You need to also pair it with an info perk to get good use out of it, taking 3 perk slots in total. I prefer Grim Embrace + Pop.
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It still seems like 99% of the time his Chainsaw is just used for mobility. I rarely use it for downs and to break pallets. If you hold your Chainsaw at a loop, the survivor just keeps running because most of the time, you can't reach them with the Chainsaw.
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You seem to be low mmr. Dead Hard is still popular in high mmr matches.
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As a killer main, I'm happy with these changes. Kicking gens actually feels worthwhile now.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639727#Comment_3639727
Yes, it was. I worded that poorly. The point I was trying to make is that unlike the 3 gen solution survivors (rightfully) didn't receive a compensation buff in return
From the way they worded their post, it seemed they always planned for this change but didn't do it because it would make 3 gens worse. It was more so a change they could finally do rather than a compensation buff.
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It feel so bad ass playing as Tombstone Myers though. Losing it would be a tragedy for killers.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639318#Comment_3639318
that's like saying removing infinites was as survivor nerf. Removing unhealthy playstyles and mechanics should not be seen as a nerf that deserves a compensation buff
Removing infinites was a nerf though?
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@Config said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639322#Comment_3639322
But he can do 90•, try using Q and E to see if it helps, also set ur mouse sensibility in game to 100%
90 degrees after the initial window with high turning speed?
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I think his turning speed needs to be buffed. I'm finding it hard to curve around objects. I ran both of the turning increase addons and I feel like they do nothing and his turning is still extremely slow. That's baffling considering both addons result in a 75% increase, which is a massive percentage. He should be able to turn 45 degrees base kit.
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@Hex_Ignored said:
Why did the kick need a buff? The system is only there to prevent killers from aggressively holding 3 gens, so why was this bundled with a base killer buff? The system wasn't supposed to affect regular matches, but doubling the base kick regression will definitely have a noticeable impact on all matches, whereas the 8 regression limit will realistically only affect drawn out 3 gen matches.
Because removing 3 gens is a nerf to killers?
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She's trash now. BHVR went overboard with the nerfs like they did with Trickster. Remember that the original Sadako was widely considered as one of the weakest killers in the game. She needed large buffs from her original version to be at least decent. The biggest buff in the current version is Condemn on all active TVs, but she received a large nerf with the 10 sec Condemn cd. Base kit (no addons), she is about as strong as the original. However, she lost her strong addons (original Ring Drawing and Iridescent Videotape). Therefore, she is now even weaker than the original version.
I also think BHVR is overrating the Condemn lock in for hooks. It mainly just saves time hooking. The only way to get large value from the Condemn lock in is to hook them with many stacks on their first hook. On their 2nd hook, it doesn't matter how many Condemn stacks they have since if you down them on their 2nd hook, they are dead from 3 hook stages anyway.
My recommendation: reduce TV cooldown to 25 seconds. I actually think the Condemn cooldown would be fine if her TV cooldowns were lower. This change would give her higher mobiliy in exchange for lower Condemn lethality.
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@Chiky said:
wait, it's not?
Nope. They just transfer your account from live over to the PTB. You have to waste time unlocking all the perks and stuff you don't have on live already.
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It would be fair. With only 8 regression events and other regression perks, you would only get to kick the gen a few times before reaching the cap.
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@EvilSerje said:
What's wrong with Singularity, except disorienting camera traversal?
High effort and skill for low reward, similar problem as Billy.
@Sava18 said:
Singularity isn't underwhelming, people are just bad in general while singularity focuses on the broader perspective: Macro.
Singularity is primarily a chase killer. That is play style of the current Singularity win streak world record holder Cocolatte. Playing him as a macro killer without a cheese strat is how you lose with him.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623492#Comment_3623492
I feel the spamming is even stronger now? No? Survivors will always be near Gens, which TVs are nearby, she can start teleport at the beginning at the match without cooldown to both denying On TV and inflict the stack even more. I dont play Sadako, I just tell what I understand.
I also think so too. Now that tp has no cd, she can spam every TV at the start of the match to instantly build a lot of Condemn and disable every TV preventing survivors from grabbing Tapes. The strat would probably be:
- Spam TVs at the start
- Stall for all TVs to come back on
- Repeat
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@Spare_Them_Mori_Me said:
Its mostly split, favoring survivors by 3 maps. I'd say thats pretty good given BHVR's lack of 'balance' skill.
I cant believe The Game is considered killer sided. Not sure this list is really that creditable. Nightlight is only a nice shove in a sample sizes direction.
If I may ask, what map did you just lose on?
Not really. Going off Nightlight's average kill rate of 55.89%, most of them are below the average kill rate.
The Game has been proven to be one of the most killer sided maps since release. BHVR has released stats multiple times proving this.
https://imgur.com/gallery/qbMgxin
Stats are back at last! We've taken some time to gather some data and make some fancy graphs for your viewing pleasure.None. I haven't lost in hundreds of matches.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623243#Comment_3623243
I dont think it is very killer sided at all. I hate it on both sides.
https://nightlight.gg/maps/viewer?sort=kill&shown=kill&start_days=28&compact=true
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No. I have no idea how you came to that conclusion. It's one of the most vanilla maps ever. There are many maps with far more offensive design. The map is killer sided, so perhaps you would only think that way if you were a survivor main.
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When has soloq ever been good?
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Do survivors still BM you and complain when you play nice?
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Just you. I'm still winning every match with complete ease. I even made a thread complaining about how easy it was. https://forums.bhvr.com/dead-by-daylight/discussion/401641/matchmaking-is-too-easy-for-killer#latest
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They should make it a brown addon since it's so rare for them to work.
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After getting scanned, you are immune from further scans for 3 seconds. Getting scanned by multiple drones within 3 seconds does not add extra stacks.
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Her chase is terrible. She relies completely on the gimmick of survivors not knowing how to counter her instant hit.

