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anarchy753

anarchy753

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anarchy753
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  • It could be alright for spotting people going for flashlight saves. When you get a down, demanifest and remanifest to see if someone hiding nearby screams.

    Still not worth an add on slot though.

  • @Brokenbones said:

    Also a really badly translated tooltip that says something like "Survivors will gain condemned" when it should say "Survivors will gain condemnation"

    Sadako's debuff is called "Condemned," it's never referred to as condemnation at all.

  • Step 1: luck out and get a team that is literally cats walking on keyboards.

    The end.

  • Community chapter ideas are usually unbalanced as hell and would be barely recognisable once it made it into the game. That and when it comes to votes, people only vote for memes.

    I want mass perk reworks, and more on the side of nerfing the stale meta we've had for the last 2 years than their usual "let's just buff something so ridiculously that it competes with the other stupidly strong stuff!"

  • I'd put anything that has no strength in a chase in B tier at best. She can slightly mindgame with manifest, but in the end you're playing Wraith without the lunge, you know, 3 years ago's Wraith that was considered bottom tier.

    Her condemn doesn't do much of anything, it's a distraction at best. Her TVs have a ridiculously long cooldown, and any at useful places can be disabled with no counterplay.

    I don't see what she has going for her that puts her above any other killer.

  • Yes. There's no good reason not to.

    All it means is that from the killer side her power feels super ineffectual even if it's doing something, and I never know if what I'm doing is actually working.

    I don't know when they're gaining condemned from teleports, I don't know when they're immune to condemned, I don't know if someone has just purged condemned and is at one stack or 6.

    It's frankly ridiculous that a killer's power is hidden from the killer themselves.

    What's the absolute worst case scenario? You gain the ability to punish someone who has ignored condemned long enough to get 6 stacks by teleporting near them.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841350#Comment_2841350

    Her manifest seems pretty decent in chase to throw off survivor at least from what I’ve seen

    It's a mild irritant at best.

  • @Phasmamain said:

    It’s not meant to be an insanely impactful mechanic imo. More so a passive slowdown/ homage to the films

    And that would be fine, if her main kit, being her stealth, weren't so damn underwhelming. Manfesting and demanifesting gives so little in the game. It's an interesting mechanic, just not a good one.

    If condemned had a real impact, it would be ok for manifest to be as weak as it is. If manifest had a real impact, it would be ok for condemned to be as weak as it is.

  • Very. I really want a break, but I'm not missing out on the goddamn human head for Pig I've been wanting since day 1.

    It doesn't help that the most recent tome level was a fun sucking stack of "play x games without any real tome challenge" including kick #########, kill #########, hit #########, emblems, red glyphs etc.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841219#Comment_2841219

    Uhhh Shadowstep is super annoying. Not sure why you would think it's not good.

    Removing a core game mechanic from the killer = 0 value? You lose LOS for 2 seconds and your chase is over, because it's not like you can actually track people by sound in this busted game. Half the time the footsteps are silent!

    Noooo!!1!

    Survivor perks are only acceptable if they hand you free health states for zero effort!

    GOD.

  • I just don't see her being enjoyable to play until manifesting provides some form of benefit in a chase.

  • @Aurelle said:

    It's up to the license holders to make decisions on cosmetics, so they probably didn't want Sadako's other skins to mix with this one.

    What rational license holder would be like "yes it's super important that when she's a skeleton, her weapon is slightly more green."

    At this point we only get entirely locked sets because BHVR refuses to change the system of how linked sets work because it would mean paying less for what you want. The license holder probably gets the option "would you like it to be linked or not" and probably don't even have the option to request semi-linked, nor would they care because they probably don't play or know how the game works.

  • Same, but it was due to terrible survivors, she's still hot trash.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/313299/why-still-needlessly-link-pieces-of-sets-that-in-no-way-need-to-be-linked

    Does that set need to be linked at all? Not even talking about the curse (which obviously doesnt).

    The head and body wouldnt have a line or clipping either due to the hair?

    I think it would be really cool to see that head on the default body or even the prestige one...

    I can understand license holders not wanting full-concept skins being broken apart. I don't even know if the ring license holders want that, or if it's just what BHVR offers by default ever since Silent Hill. What I can't imagine, however, is that anyone on the ring side of things has specifically requested that if we're using that outfit we shouldn't be able to use her other coloured attacks, because that has nothing to do with the skin.

    It's simply laziness and greed to not have weapons unlinked from sets, because BHVR knows their whales will fork out the $20 even if it forces them to use things they don't want.

  • Why? She's awful.

  • @Mandy said:

    I think that it needs to be, when the player gets injured they need to be at least a specific distance from you (more than 16m I believe, although I will double check that tomorrow) and then when you heal them, you need to be within 16m of your position when they got injured.

    It does seem really complicated I have to admit (and I'm not 100% sure of the distances, those I will double check)

    That is utterly ridiculous and conditions like that should be clear in achievements. Not in the least because in order to progress your achievement you rely on the killer player's decisions to not follow through on a chase.

    It's like "Taking One for the Team" all over again.

  • https://i.imgur.com/cYiIu87.png

    This patch is as ridiculously large as every other one has been. So much for last patches "changes to improve update time," literally 0 improvement.

  • All of these answers are very opinionated. There's no option like "it's a helpful add on that doesn't increase her power."

    Personally I don't spam Nurse, I play her occasionally, and most of her add ons do very little or make her more difficult to play. I always use the plaid flannel, not because I feel like it gives me a huge advantage, but because it's just convenient and useful for less regular tiles.

    Ok, so you don't have to memorise millisecond-perfect timings of when your blink will take you through an object rather than just waste your time. Who cares?

  • Solid meh.

    None of the perks seem all that great on either side.

    Her power is stealth but with a lullaby the same size as her terror radius (ie, redundant.)

    She gets absolutely nothing in a chase.

    Most of her power is completely out of her hands and just something for the survivors to play around with, which is the absolute worst kind of killer design. Using your power should be about the killer's skill, not how the survivors choose to interact with it.

  • image.png

    This is how I'd personally place them.

  • Hard to answer. Needs an option like "I have bought cosmetics, but I don't any more."

    I used to get quite a lot, but I don't like a lot of the directions the devs are going with things. MMR is pathetic (and all we hear on it is "WE'RE RIGHT YOU'RE WRONG"), perk changes take literally years to see the light of day, reworking old stuff is just going the direction of "make it so OP that it gets used over current meta," and in terms of cosmetics they're now using every excuse under the sun to make sets linked to force people to pay more. This is especially true in the case of the newest Trickster outfit which has noises and lobby animations tied to it which are basically nothing, and could be tied to any individual piece, but are instead used to bump the price up 50% for minimal effort. This all comes after asking us in surveys if we want linked sets to be less restrictive which I can't imagine anyone answered "no" to.

    Personally I'm just not interested in giving BHVR any money outside of licensed chapters while they're doing such a dismal job all round.

  • @Crowman said:

    People keep saying this, but it would be literally useless. I've seen survivors dead hard and get no distance and they just go down the next second, because they haven't gotten anywhere.

    https://forum.deadbydaylight.com/en/discussion/comment/2836922#Comment_2836922

    3 seconds is a long time and would also kill the perk as that's twice as long as the missed swing CD. If you dead hard a swing and were in the middle of nowhere, that dead hard was already not doing anything for you. Now dead harding a swing turns everywhere into nowhere land and now the perk saves you a second from going down.

    You guys should just be honest and just request they delete dead hard.

    Dead Hard is meant to be in competition for the perk slot with all other exhaustion perks. Sprint Burst, Lithe, Balanced Landing and Smash Hit all exist to give you distance between you and the killer if that's what you want. Dead Hard is meant to be a skill-based perk where you dodge a hit from the killer and use that to extend the chase, but poor design has led it to be used mostly as "gain distance on demand." I agree that locking interaction for a time after Dead Hard would be a poor change, however forcing you to use the perk as intended, rather than it being a solution to every single chase situation in the game is a good change.

    If you're unhappy that Dead Hard is letting you dodge an attack but then not also handing you 2 more minutes of chase for free, use a different exhaustion perk.

  • Never.

    And that's still too often.

  • Pig - Easy

    Stealth lends itself well to new killer players as they can approach people who don't get a huge head start to hide or run away.

    Her traps are largely set-and-forget, not requiring further interaction to be effective.

    She has built-in stalling which is a tool many new players lack access to, as almost all sources are locked behind teachable perks.

    While knowing when to crouch and ambush has a high skill ceiling, and a low-tier payout, most new players know to approach in crouch, try to ambush, then chase as a usual M1 killer which is effective through low and middle tier survivors.

  • @CryptFriend said:

    Unpopular opinion: that would be incredibly good.

    I would actually go as far to say that 100% would be busted. I really don't think that people understand just how much time that would save.

    It's pretty much permanent We'll Make It. Or 3 Botany Knowledges.

    Or just being affected by original CoH at all times.

  • I don't see it working.

    You'd pretty much have to play with someone you know, so they'd have to add killer pre-lobbies and 2 person killer queueing.

    On top of that BHVR suck tremendously with balancing anything that doesn't just work in the default way. That's why Legion is still chilling in their trash can years later, and Twins still doesn't have a functional power that more than 2 players worldwide want to use.

  • If I'm not feeling the game, then 1.5x isn't gonna coax me back. It's a pathetic amount, and pretty much just their attempt to offset Elden Ring attention, like how the last one was for the VHS beta.

  • If you weren't upset about losing, you wouldn't feel the need to nitpick how the other side played and refer to it as "playing dirty" just because it's not how you like them to play.

  • I just think her power is badly tuned.

    If I want to use crows to injure, I'm limited to 1 charge out of 3. After landing that one crow, she becomes incredibly predictable because if she doesn't immediately use the next crow to down, then they're dispelled and the power did nothing. Now I've shut them out of a loop but they just gained like 20 seconds where I got nothing done.

  • Yeah, it's super annoying.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2829166#Comment_2829166

    I'd hate to have invested bloodpoints into a character beyond 50 only to find that's now wasted if I want whatever comes with the new P3.

    I think that point is lost on those that think prestige should be more than cosmetic.

    It's gonna be ######### for some people if prestige becomes worth it and thousands of levels on characters are now questionable, however I wouldn't see that as a good reason to not improve the mechanic so it's not in the meh state it's been in for years.

    Something like prestige is a lot of work, it shouldn't have no value that isn't made redundant by cosmetics.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2829166#Comment_2829166

    Yeah same it just feels incomplete until p3 level 50. How many characters do you have at p3?

    All killers and 7(?) survivors.

  • In my eyes, a character wouldn't be complete if they had every perk maxed but still had a thing on the bloodweb to say "you could still progress."

    I don't get attached to anything on a character until they're P3.

    Also with all the rumours of reworking prestige, I'd hate to have invested bloodpoints into a character beyond 50 only to find that's now wasted if I want whatever comes with the new P3.

  • I don't like Lightborne at all.

    I bring Franklin's nearly every match. It works against all items, and you'd be surprised how often good survivors make stupid plays trying to get their items back.

  • Nah.

    Warframe did something almost exactly like this and the only thing that ever got upvoted was memes. There were really strong concepts in what we could vote for and instead all we got was "wArFrAmE iS bRoKeN, mAkE a BrOkEn WaRfRaMe!"

  • I am very convinced that once you reach a certain level of toxicity, every survivor except Nea becomes locked.

  • It's ludicrous that after 5 years pressing the report button doesn't automatically send all of the pertinent information to the devs, they expect you to spend an hour filling out a survey and uploading videos for a 5 minute ruined match.

    This is a big reason why match replays should be made. I know they said "it's too much work" but it would be a very quick and easy way to catch cheaters if pressing "report" meant the team could see the match in question without needing the player to be filming themselves before the cheating even happened. Not everyone is a complete Twitch narcissist.

  • @HoG_Nagato said:

    Thanks for all your feedback so far guys, i really appreciate it!

    But i havent seen so many tips regarding his portals so far. Any more help about that?

    His portals give killer instinct only when you've been through them at least once, and you're holding shred fully charged.

    Ideally you want to place them very near to gens to get the detection (which is a tiny range) but behind a wall or something so they don't immediately see it to close it.

    However, they are loud, and they can clearly hear you coming out of them despite the undetectable status, so unless you're running the silent emerge add on, or the increased killer instinct range, don't expect too much info from the portal without them being sealed regularly. That is, however, still some useful stalling if they feel the need to seal portals before working on the gens.

    I have run killer instinct without charging shred + bigger detection range and slower sealing and it was surprisingly effective info all match.

    In general though, just place them near gens you think you'll need to get between and don't fuss too much over killer instint. Consider saving charges if you think it's going to go to endgame so you can place them near the gate switches. 1v1 with portals in detection range of the switches is basically a free win.

  • @jesterkind said:

    That definitely could've been phrased better, I'd have put "close to the end" instead. The idea of putting a hat on someone before the last generator is done because it slows down that survivor from being able to leave isn't terrible advice, but the way it's phrased definitely makes it seem as though you're supposed to wait until after the last generator is done.

    Even then close to the end would still be powered gates to most players.

    There's no way to have this as a tip without clarifying that traps will not activate if put on after the final gen.

  • @Ripley said:

    I think the tips are overall a good idea, nice format for easy sharing. Would love to see some for lesser seen killers like Twins, Hag and Pinhead.

    The quick "how to play as and against" is a good idea.

    Choosing advice which, taken at face value, does not work, however, is not a good idea.

  • It was made incredibly difficult by the endgame collapse patch, but not impossible.

    It has not been changed because console won't let them (easily) change achievements which are still possible, even if they are not as easy/difficult as originally intended.

  • I feel like in the case of Twins data can be easily misconstrued.

    They say Twins gain a huge win rate from a couple of basic add ons at high skill, but Twins is so unpopular, who's to say it's not just that the very high skill players who play them use the only few add ons Twins have that do something useful. Even if the add ons aren't carrying that strong player, just because they're better than 20 "oblivious" add ons the high skill player boosts the add ons' win rate by using them.

  • Just because you aren't bringing meta doesn't mean what you're bringing isn't incredibly frustrating to deal with.

    Your entire build is clearly aimed at making the killer's game miserable, so why complain when they want to make yours miserable right back.

    It's the same as people wondering why they get tunneled for saboutage builds, if you're making the match annoying or difficult to play, expect to be removed from the match at the earliest convenience.

  • I don't see it being base kit as a huge deal since killers have to play as though everyone has it regardless.

    My issue with adding a meta perk as base kit is that it means survivors essentially just get a 5th perk slot for free, and will just fill that with a 5th second chance perk.

  • Personally I think STBFL is overrated on him. He has shred which is useful in some way on a majority of loops and can be used for nearly every attack. If you're M1ing survivors enough times to get significant value out of STBFL it's because you're neglecting your Shred.

    Just because he can stack it up doesn't mean he should.

  • @egg_ said:

    Don't bring hexes to the game if you can't stand the risk of them getting broken

    Yep, you just know they run Undying too then get salty that they only have 2 perks.

  • To be fair to all these unloved losers, I've never seen a Jonah who wasn't doing adept.

  • There was also that one guy, but I can't recall his name.

  • Face-camping Leatherface is probably the most game-breaking situation there is right now.

    There's simply no correct play around it, one person is guaranteed to lose their whole game just because the person behind the killer doesn't want to play the game.

    You can rush gens but really, everyone leaves with low points, low emblems, and nobody except the douche playing bubba enjoys it.

    It's especially annoying as a solo player as there's also no fixing the idiot teammates who think they're the one exception that can get the save without trading or just adding to the deaths.

  • Depends what you mean by "win" tbh.

    Recent tome grinding I've survived a surprisingly high amount of matches, but there were a few lucky hatches in there, and quite a lot of them my teammates died regardless.

    However my queues have also been around 10-15 mins and I've had everything from sweaty Blights to first game Huntresses this week, so I don't really know how to gauge it.

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