Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2828062#Comment_2828062

    Gen rushing doesn't really exist, they are just doing their objective. It happens when Survivors are good enough at the game to know to focus gens. Which you see more of in higher elo of play (or they are cheating which you also see more of in higher elo).

    I find most of this forums is we have a lot of players that do not play in high mmr - who may think they are in high mmr, and so they think others are over-exaggerating or just trying to be one sided.

    Better players have totem spawns memorized.

    I agree that gen rushing isn’t really a thing, except for maybe a corner case where survivors literally let others die on hook without ever even attempting a rescue. Good survivors though know that their main goal requires them to be on gens if they’re not doing a critical rescue or maybe healing to keep from dying versus goofing around trying for flashlight blinds and headon plays and whatever. So called bully squads that swarm a killer might be annoying if the killer has trouble hitting them, but it’s a terrible strategy for the survivors and the survivors who actually are really tough for good killers to beat are the ones who stay on the gens as much as possible.

    That said, on the flip side, I think there are a lot of high MMR killers who have this notion that the game should be balanced around the gens only being finished in 50% of the matches. Which is simply not the goal, the game is balanced around most macthes having someone die and someone escape through the gates. Which means that most matches, if the survivors play well, the gates should normally be open at the end of the match even if the killer also played well. All the gens not being done is intended to be he exception, not the rule, it’s just supposed to take long enough that the killer will have a good chance of killing at least one or two or three survivors before that happens.

    So when I see posts from other killer mains complaining about how they only get one or two kills a lot of the time, I know they’re coming from this misconception that they should be getting 4 kills or 3 kills with hatch in half the games. When in reality if most of your matches are in the 1-3 kill range then the game is working as intended.

  • I’m pretty sure DbD Mobile doesn’t even let you see the survivors at all in the lobby and it greatly mitigates lobby dodging without significantly hurting killers. Sure, there’s the minimal effect that maybe a killer who sees a bunch of flashlights will equip Lightborn, but that’s such a corner case it would be worth hiding the survivors on PC just to get rid of lobby dodging to help improve the matchmaking.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827984#Comment_2827984

    Making it so Deathslinger walking backwards prevents survivors from even sliding around to attempt to get caught on things wouldn't make breaking out his chain easy in many situations. The whole chain mechanic existed, because Deathslinger unlike Huntress did not have a wind up and it would be unfair if Deathslinger could instant deal damage that way.

    But the devs made it so survivors could react to his shot so now they can sidestep his very precision projectile while he can't really readjust his aim quickly due to the ADS destroying his sensitivity. I would have much preferred to lose the backwards walking tech than to lose quickscoping while also making his cancel ADS longer to make faking less effective.

    Ok, so to clarify, you're saying you want Deathslinger to have instant ADS again but not be able to easily reel in survivors after a hit?

  • Or it might just be regressing to the mean. Add in the prior months your chart is missing....

    image.png


    So there was a huge surge of people between April and July and the rest of the year appears to just be DbD regressing to its normal base.

  • @Crowman said:

    It's because the devs never adjusted the fact that slinger moving backwards while reeling basically ignores all counterplay to the chain when they decided to they nerf positive aspect of his power.

    Isn't the counterplay to Deathslinger to try and make it hard for him to hit you in the first place? Why should you expect to be able to easily break the chain?

  • I mainly put his traps out to block vaults, usually on a side I think the survivor is less likely to see from the outside. That way unless they go out of their way to remove the trap that vault is no good to the survivor in a chase. Even if they see a trap blocking a window during a chase that's fine because it means they're not vaulting through it.

  • I swear there must be a scene of a survivor in a horror movie dropping a wooden pallet in front of a killer, but for the life of me I can't find one on Google. 🤷‍♂️

  • @remoirel said:

    Nope! 400 seconds of pure gen time is longer than full to zero on hook so its highly likely someone else is going down and getting camped before you get to exit gates.

    Also to factor in dedicated campers now run Deadlock to delay you even further and a spicy noed on top

    Your math is a little off. Gens aren’t sequential, the first three gens would be done simultaneously. So it takes, without any tools or abilities, 80 seconds for the first three gens. The next two are likewise done simultaneously, so without tools they take 80 more seconds, meaning all five gens could be done with no buffs and only one person per gen in 160 seconds.

    That’s still technically more than the 120 seconds it takes to die on hook, but when you take into account that the killer will probably take at least 30-40 seconds to get a down and carry someone to a hook plus some survivors having toolkits you’re looking at more than enough time for literally all generators to be done if the killer downs one survivor, chases noone else and just facecamps that one survivor for two minutes.

  • @I_am_Negan said:

    Rank is grade and it doesn't mean anything besides how long you played for that month.

    Dropping pallets and blinding you is not toxic.

    T-bagging is not toxic.

    Clicking flashlight is not toxic.

    Looping you is not toxic.

    They are used to throw you off your game and make you lose focus which is working. Stop taking it so seriously it's just gameplay or how some refer to as "strategies and tactics" No different then others consider the killer to be toxic because how their playing.

    Minor thing, but personally I find that macro that makes flashlights click so fast they sound like really loud static in your headphones is being obnoxious just to be obnoxious.

  • @gendoss said:

    Wow you made this post right after Scott Jund made his video and even mentioned that you also have 5 years of experience. Interesting.

    And even Scott isn't "deleting the game and never coming back". He basically said he likes DbD but is really excited to play Elden Ring because Dark Souls is his first love and so it's a good opportunity to play that for six months or a year or whatever. But he also doubted he'd play Elden Ring much more than that since it's more of a "play it until it's done" type of game versus DbD which is a "game as a service", so more than likely he'll eventually be playing DbD again down the road. And by the time he comes back to it, there will probably be three or four or five additional chapters worth of stuff to play around with too, plus whatever revamps and things they're working on.

  • @Mr_Madness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825985#Comment_2825985

    So what exactly happens when no one plays for like 3 or 4 months? Are they welcomed to a lower MMR or high MMR?

    And honestly, your MMR probably shouldn't change much even after being away a few months. I didn't play most of 2021 and when I started playing again it only took a few games to get back into the swing of things.

  • Never played Bioshock so have no investment in it either way.

  • I can only speak for myself but I don't like when someone gives me a pity escape or kill or whatever. I'd rather lose and they played well then them give me a meaningless point or whatever.

  • Man, Blast Mine annoys me more than any other perk. When I kick a gen and get blinded by the blast mine it's so irritating, in part because I then have to kick it a second time. It's not even that much time lost, more like opening a package and a glitterbomb goes off.

    The other stuff isn't so bad. Head On is kind of inconsistent, it misses a lot, and Flash Bangs work but don't seem to usually result in anything substantial, most of the time someone hits me with a Flash Bang it's just during a chase and I get blinded for a couple seconds.

  • Yeah, I'm not sure why people say that. It could be that it's a bit rectangular instead of square, so if you travel lengthwise it's longer than Ormond but widthwise it's shorter, but hard to say it's just personal perceptions 🤷‍♂️ Also since it's such a bright outdoors it's probably easier to see longer sightlines outdoors which might make it look bigger than a darker map that you can't see as clearly as far.

  • Eyrie doesn’t bother me as a killer, other than falling off the stairs in the central build being a thing because of a lack of rails. It’s the same size as a lot of other maps and is the median size among all maps, so contrary to popular myth it’s not “huge”. The central building is strong and it has a bright outdoors, making it most similar to Ormond in size, lighting and layout.

    Personally I don’t do better or worse on Eyrie or Ormond than most other maps. I think I’m weaker on one or two of the corn maps and on Badham and the currently being revamped Haddenfield. And I get confused by RPD’s layout. So it’s definitely not my worst map.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825459#Comment_2825459

    Bigger and it has a better main building and better general loops.

    Eyrie is the exact same size as Ormond.

  • All the ones in the top post would be great. 👍 If they ever got approval to use old school original Freddy images instead of just the new remake he had other goofy outfits like Super Freddy.

    image.jpeg


  • Literal face camping isn’t a great strategy overall, that’s true. However it’s still a problem if a lot of players feel incentivized to do it for whatever reason because it doesn’t make for a good gameplay loop for either side. The killer is bored standing around for two minutes at a hook with no action, and the survivor on the hook is bored waiting to die, and the other survivors are just working on gens those two minutes. So if it’s possible for the game to have a system in place that somehow steers the action away from actual literal face camping then that’s a net positive for the overall experience. The devs just haven’t found a solution they like which both makes face camping less prevalent but which doesn’t also cause other serious issues as a side effect.

  • I’m a killer main and I don’t get killers that do this. It’s just bullying or sore losing I guess? 🤷‍♂️

  • I've never really liked playing survivor. There's a lot of downtime on gens and hooks and on the ground and I don't like the third person perspective as much. Plus all the survivors are the same character but with different perks, killers have way more variety. And I play the game solo and the killer is the one that's built for solo play more than the survivor side is.

  • @Marc_123 said:

    There are already a lot which are way too difficult. A lot of the - do it in one trial.

    I don't mind extremely difficult challenges that need to be completed in one sitting, they never block the path to the end so I just never bother doing them. 😄

    Grats on people who are good enough with Billy to do 7 chainsaws in a row. I am definitely not one of those people. I'm not particularly fond of Billy, barely play him, and when I do I'm lucky if I get one or two chainsaw hits a match. I like Bubba and Blight both way better than him.

  • Always wear headphones. Hearing where opponents are is almost as important as seeing them.

  • Well back in the day the NWO was the tag team to beat. 🤷‍♂️

    https://youtu.be/R7N8IBanV88


  • @Lord_Xylum said:

    The Zombies have a tendency to spawn at hooks in the corners of the map, unless occupied by a hooked Survivor. This leads to zombies wandering to the edges and getting stuck more often than actually helping The Nemesis. I'd say, in my opinion, 8 out of every 10 matches has this happen.

    My suggested fix:

    •Make Zombies spawn at hooks that are within 24m of any random Survivor when killed

    •Make Zombies automatically die and respawn if they do not find a Survivor after 120 seconds of wandering

    •(Meme) Make a purple/red add-on that makes Zombies respawn at unrepaired generators

    Edit: Also fix that thing where Zombies slow down and lose their momentum upon spotting a new Survivor. It makes the speed add-ons worthless.

    Oooh, I like the idea of the zombies automatically dying and respawning periodically. I typically go out of my way to manually whip the zombies just so they get shuffled around the map more often and it works pretty well, so having it happen automatically would be a decent buff.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824025#Comment_2824025

    Well, then switch it to the DbD Mobile lobby. No one is waiting or last second switching. And solo queue survivors finally get some decent pre-game information about their teammates. Sounds like everyone wins to me!

    I have no problems with that at all. Honestly other than the controls on DbD Mobile being tough to deal I like other things it does that I kind of wish the PC dev team would find a way to bring over.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823984#Comment_2823984

    1. As I mentioned in the end, Bubba's facecamping is matter in its own regard. He is so well-built for facecamping that any general solution to facecamping is doomed to fail if it's not tailor-made for him. The rational approach would be to see if (stress on the conditional if) he can be fixed. As a matter of fact, many people on this board seem to defend his ability to facecamp, so this conversation will probably be sterile.
    2. I was wary of making it clear that proxying will be 'relatively' unchanged. In a machine with so many parts in motion as DbD, no change can be assured to be 100% surgical on one single aspect without at least affecting a tiny bit of something else. It's all a matter of making sure everything is balanced out. Unhooks while in chase already happen currently and it's generally a bad play from the survivors' part regardless. I.e. they're making me a favor as killer when that happens, as far as I'm concerned. So, I don't see it as big source of concern personally, but ymmv. The difference is that certain killers can stop them, normally those killers that are already good at camping in general, while others most often than not can't anyway. My solution would balance the playing field if anything.

    https://forum.deadbydaylight.com/en/discussion/comment/2823992#Comment_2823992

    Regarding your last paragraph, I disagree. Maybe facecamping isn't the best course of action (most of the time), but camping the very first hook almost always is. Baiting out a rescue bypasses the need to look for another target while you ensure you're defending one of your resources. The survivors come to you for the rescue, possibly more than one. Then you be non-committal about chasing the first rescuer and someone else must come. Then you facecamp into second stage. You took people off gens with minimal effort.

    A good mix of a strong killer with a slowdown+endgame perks seals the deal. This is and has always been the optimal strategy and essentially overwhelming in pubs. It backfires only when survivors go full depip squad and simply don't go for altruism by default. But even then, you can mostly ensure a 2k at 2 hooks. And MMR will pat you on the shoulder.

    We’ll have to agree to disagree on how effective literal facecamping the first hook is.

  • @Marc_123 said:

    Never really got the purpose of last second switches - i see that as killer in the lobby - you don´t surprise me with that.

    Hypothetically I guess the thinking is maybe some killers will swap in Lightborn if they see a flashlight and swapping in the flashlight at the last second doesn’t let them do it? 🤷‍♂️

    It’s still super dumb. Flashlights aren’t good items in the first place, in my opinion anyway, and if a killer really like Lightborn they’ll probably just use it to begin with. Plus a lot of killers never use it outside of a gimmick build because it’s not even a very good perk in the first place.

  • @GoshJosh said:

    Flashlights are the weakest and easiest countered item in the game. This is your daily reminder.

    To be fair I think it’s the making everybody wait the full minute to start the match because the survivor thinks they’re pulling a smooth trick by doing a last second switch to a flashlight or whatever that’s the annoying part.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823924#Comment_2823924

    I don't have any feelings toward the clip, I was just providing a reference from where the quote came from as it was requested.

    Regarding the devs alluding at addressing facecamping, I'll believe it when I see it. There have been many ideas about changes in DbD over the years that have seemingly been gone and forgotten. We shall see if this one is any different.

    Your suggestion is one possible solution, but also dangerously dependent on the killer power itself. Ironically, it doesn't work for the very killer it was implemented for, i.e. cage relocation activates when closer than 5m to a cage, but PH's POTD has a base range of 8m. The killer can simply stand at outside relocation trigger ares with the power cocked'n'loaded and instantly redown upon uncaging. Hooks would be a little more lenient, because hook perks proc, but ranged killers will still pose an issue.

    Personally, I think the easiest way to go about it is to remove hook grabs and interruptions, which are an ill-designed mechanic that does reward facecamping. The action is started without channeling and the rescuer should stay locked in the animation (very much like killers do when picking up) and that's it. Camping and non-camping killers will still get a 1 for 1, but the camper won't be able to force a 2nd stage by threatening grabs, or any other sort of action interrupting actions (e.g. Doc spamming shocks, but there are many others), or even by getting a grab and slugging under the hook. This change would be neutral for non-facecampers, while still leaving proxy'ing relatively unchanged, as in the devs' intentions.

    bUt ThEn SuRvIvOrS wIlL jUsT fArM iN mY fAcE (I can already hear that coming from somewhere in the fog). Well, no #########. Saving in the face of a facecamper is the only way of saving. If one isn't facecamping, then it won't matter that much.

    Notice that hilariously, Bubba would still be able to do (most) of what he could do now. But that's an issue with his own specific design that the devs simply refused to fix.

    Just to clarify, I’m not necessarily suggesting the hooks move like cages, I’m saying it wouldn’t surprise me if that’s something they experimented with internally given they already implemented it for Cages to avoid face camping those.

    Also in terms of Bubba, the main thing about him facecamping is his ability to instant down survivors, even through Borrowed Time possibly. Even a hook trade against him risks both survivors being downed immediately. If they want to specifically mitigate that scenario, they could maybe at least limit Bubba’s chainsaw to one kill and then he goes into tantrum. It would be a slight nerf but not a big one since the great majority of the time he only gets one kill per chainsaw use anyway. But it would make it a bit safer to hook trade against him since it would given the rescued survivor more time to run away.

    Generally speaking though literal face camping isn’t normally as effective as being more proactive at pressuring and downing survivors doing the gens. Ideally you want one person hooked, one going for a rescue, and one being chased at all times so that at most one survivor is free to work on gens. That significantly slows them down, and then once you have a kill the same cycle means they potentially have either nobody on gens or nobody doing a rescue during a chase which is when it snowballs. Camping a hook is mostly for the cases when the survivor is already close to going down a hook stage, then you don’t lose a ton of time if you wait a few seconds to make sure they don’t get a last second save.

  • An additional bit is the Inexorible Stare with the extreme closeup of the eye is straight from the Ringu film

    https://youtu.be/G3kiwpnO7RU


  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823376#Comment_2823376

    I posted it on your wall. I want to avoid that some overzealous mod could misconstrue it as being naming'n'shaming if I put it there.

    Turns out the original quote was "cool... dangerous... but neat" sort of.

    Thanks, whoever made that video is kind of cringe honestly since it’s just a bunch of out of context clips of the dev doing something wrong in a match or whatever. Comes across as someone who just has an axe to grind with the guy.

    Anyway, since the clip is cut off, for reference it sounds like he’s coming from the context of thinking Insidious having a use is “neat but dangerous” (the video doesn’t go on so I have no idea if he says anything else, but by dangerous it sounds like he means risky for Bubba since he’s not pushing anybody off the gens by doing it.)

    Note though that more recently the devs have also officially in the actual dev chats talked at length about experimenting with ways to limit face camping but hadn’t found a solution yet that seemed effective but that didn’t cause additional problems. They didn’t give specifics, but I wouldn’t be surprised if for example the mechanic Pyramid Head’s Cages use where the cage moves to a new spot when he’s nearby was an offshoot of something they were thinking of trying with hooks to limit face camping. (That’s total speculation on my part but it makes sense they would try a mechanic as a back door pilot of sorts to implement elsewhere. They did something similar with Wiggle checks on Cages becoming the standard for wiggles during carries for example.)

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/311814/when-are-they-gonna-fix-matchmaking

    I don't know... and it's really easy to tell what's wrong with matchmaking.

    1. It only basespoints on kills.
    2. More critical, matchmaking completely skips mmr in certain cases.

    Definitely number 2. The actual MMR is probably fine, as in when everybody in a match is around the same MMR it’ll typically be a good match. But because the system skips looking at what the MMR is when it needs to fill a lobby that someone dodged, for example, or when it doesn’t have enough people in queue to keep someone with an outlier MMR from waiting forever for a match so it has to put them in whatever slot is available, for example, it doesn’t matter that the MMR itself is accurate.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823261#Comment_2823261

    they need to remove the bloodweb and make a shop like every other game

    I like map offerings, they keep me from getting my 7th midwich of the day. It's only really abusable in the hands of 4-mans and the masses shouldn't be punished for it.

    I call BS. You don't get 7 Midwiches or whatever in a row randomly.

    They should remove map offerings full stop. They only exacerbate balance and exploit issues on maps by making it trivial for people who want to abuse those things to pick the problem map every time. Getting rid of map offerings wouldn't fix the map problems in question, but at least it would significantly reduce how often they appear overall in the matches.

  • As a killer main I'm annoyed with myself when I can't find people hiding. I'm not mad when people hide though, if they can avoid me chasing them that's the better option right?

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823187#Comment_2823187

    The original statement from the devsincluded both, as in 'dangerous but cool'.

    However, iirc the actual wording was 'risky but cool'.

    Do you have a link? I can't find anything like that on Google.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822833#Comment_2822833

    A dev is literally quoted as labeling Insidious Bubba "a dangerous strategy". And he was not referring to it being dangerous for the survivors.

    Even assuming you have the quote right, how does “dangerous” equal “cool”? 🤨

  • The devs never said they think Bubba literally facecamping is “a cool strategy”. In fact they explicitly said they think actual face camping is an issue if people think it’s a viable way to win because it leads to a dull gameplay for both the killer and the survivor stuck on hook for two minutes, and that they’ve experimented internally with ways to incentivize not face camping but hadn’t found a practical solution that didn’t break something else in the game.

    So they don’t think actual facecamping is cheating or bannable, etc, but they also want the game itself to steer killers away from doing it to promote more active styles.

  • @AsherFrost said:

    I think if that happened, haunted grounds would have to be changed quite a bit.

    Maybe have it so instead of being 1 specific totem it gives a 25% chance that the dull being cleansed will trigger. (One time only, obviously) that way it's still a trap that can't be easily identified and avoided.

    Should be 40%, not 25%, since Haunted Grounds traps two totems.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822502#Comment_2822502

    DS3 has the best bosses of the series imo so it's unfortunate you haven't gotten to experience them yet. If you have no time that's fine 👍 I usually give play souls games in short bursts (2 hours) after work before I leave it for a day.

    https://forum.deadbydaylight.com/en/discussion/comment/2822647#Comment_2822647

    That's fair 👍 I enjoy the new God Of War but definitely couldn't play the old games since they weren't my play style.

    Yeah, I’m not saying the game looks bad so who knows? 🤷‍♂️

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821896#Comment_2821896

    Fair enough 👍 it's a game where you need a lot of patience. It's the most rewarding game series you'll ever play though.

    When you meet someone who's beaten the games, without help, you have literally meet a brother.

    I have patience, I’m just not into that style of game. I have no problem with a game being hard.

  • Eh, not really interested in Dark Souls type games. 🤷‍♂️

  • Literally face camping is really inefficient, you're better off finding survivors to pressure them then waiting for them to come to you. And especially with Doctor who has great tracking, why would you stand in one place waiting for people when you can easily find and chase them?

  • I'm still playing killer. I play when I get a new daily mission each night to do that, maybe another game or two if that only took a game. That's how I've played since I started.

  • If you have to err when balancing a new character or perk I'd err on making it too weak. That way the worst that happens is it doesn't get used much. If you err on the side of making things too powerful, though, then you instead run the risk of making something that is game breaking and which lots of people abuse over and over.

    So ideally you want things not to be too weak or too strong obviously, but if you're not sure where something lands it's better to have it be a little weak and not see much use then buff it later than to make something too strong and have potentially months of broken games as a consequence.

    • 1) I'd love to see bots that replace DCs on the PC version. Unfortunately the PC devs have said that, at least for now, they don't plan to do it on PC because of the amount of work it would require. (Keep in mind Mobile was apparently built from the ground up by its own team, so they probably had planned to have bots from the get go. The PC version didn't and it still has problems with Nemesis zombie pathing let alone implementing full fledged bot survivors that can properly handle all the killers and maps in the game.)
    • 2) This might not be a great idea. Yeah, the 3 remaining survivors are probably going to lose, but not everybody wants to just concede a match when someone ragequits, there's a lot of people who want to continue playing and see how well they can do anyway. Sometimes the 3 people even still manage an escape, who knows?
    • 3) Definitely not. People who disconnect literally once every play session are exactly the type of people who should be hit with stacking penalties to discourage them from doing that.
    • 4) This idea might work maybe? One possible issue would be if swfs abused it by taking turns on who would DC to spread the penalty out.


  • Personally my matches have been ok since MMR. I actually like it better than the emblem system. That's just me though.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820834#Comment_2820834

    Wraith could uncloak and cloak during the chase. Yes wraith has slowdown when uncloaking but he gains speed boost to cover up his loss of distance. He can still do this but he gains no total distance gained for doing so. The dev in october 5.3.0 weakened speed out of cloak with comment of Wee bit overpowered wraith.

    Sadako does not gain a speed boost when going out of cloak. She actively loses distance for using her ability in the loop itself. This is why the strategy to avoid de-manifestation slowdown is to use it at mid-point on non-dropped pallet. I am lazy to draw loops in paint so I am just going take screenshot of a loop and use the image to explain the flicking mindgame.

    https://us.v-cdn.net/6030815/uploads/JH8JZGQ0VX2Q/image.png

    When your at the pallet as killer, the survivor is waiting to go left or right to make it back to the pallet based off which direction you go as killer. Sadako can channel her de-manifestation stationary and than she can time her flicker invisibility by going left or right indicated by the Dotted blue lines. The survivor will have to make an unfavorable guess for which direction Sadako is going. The easy way to counter this is to just drop pallet and than her chasing power becomes ineffective from de-manifestation slowdown. By the way, Wraith could also do this mindgame before they weakened his wee-bit op wraith speed.

    This pallet is unsafe so you do not need her ability to get hits as 115% but many other pallets are safe where this ability does not do much.

    ---

    Her TV makes directional audio cue when used by her. The survivor can just shift-W long before she comes out of the TV. The speed boost does not matter when the survivor is very far away. This also prevents it from being useful in a chase. Survivors can also take the tape out of the TV next to the generator and this will shutdown TV so she cannot teleport to the TV itself. There are 7 TV equal to 7 generators so there will always be a TV that she can TP, but survivors can limit her teleporting options if they wish at the cost of a little condemn.

    Hypothetically, her gameplay loop is suppose to be hit & run with TVs. She is suppose to go invisible, hit someone with undetectable, Teleport, Hit someone again, TP to another TV, hit someone again. As you teleport between TVs and gain hits, The survivor is supposed to build-up condemn meter and eventually get mori at 7 stacks of condemn. Unfortunately, Her gameplay execution does not work and the 7 stacks of condemn is pipe dream that will never occur in practical gameplay.

    I do not think she is good at anything. I do not expect to see get much play after a week. She would need a long list of changes to be remotely effective.

    I never said Sadako gains speed when she Demanifests, I said the distance she loses when she Demanifests is small. Basically she moves 3.68 m/s while Demanifesting for 2.5 seconds. So over 2.5 seconds the survivor gains a net 0.8 meters distance. I think basic attacks (not lunges) have a 1 meter range, so if she is next to the survivor when she starts Demanifesting then she will still be in attack range when it finishes for instance. And if she was out of reach at the time, 0.8 meters is 1.3 seconds extra time in the chase to reach them.

    Now let's compare Wraith. When Wraith decloaks he moves an incredibly slow 1.6 m/s for 3 seconds. In that time the survivor will gain a whopping 7.2 meters! That's 9 times as much distance as they gain against Sadako. After he finishes, he does get to move 6.9 meters per second for 1 second. But that only catches him up 3.9 total meters in that second, he's still got 3.8 meters left to catch up.

    So no, Wraith can't do the same thing Sadako does in a chase in regards to decloaking midchase, he needs to do a different strategy than her. For example a common tactic is usually try and run in front of a survivor while cloaked to body block them to confuse them and hope they pause momentarily before running away so they gain a little less distance.


    Anyway, all this is tangential to the original thing which was me saying when talking about "uniqueness" it's the combination of Sadako effects that make her unique, and none of the individual effects are identical to the originals either. She's not Wraith, she doesn't chase like Wraith, and she's not Freddy, she doesn't teleport like him.

  • RPD doesn’t bother me as much as some other maps other than it being confusing to get around. The pallets are mostly gameable and the map has a nice aesthetic. Honestly the Badham Preschool buildings and Haddenfield houses are more annoying in chases than most of RPD. (There’s like one room in RPD on the first floor that kind of has a tricky loop around it I think? It’s a little like Shack where if they’re running in a particular direction they can get to a vault more safely than if you run the other direction. I’m not positive though since I still don’t know this map as well as some others. 🤷‍♂️)

  • Personally I do better on Giddeon than Cowshed. Corn sucks, and also even though Giddeon has a pallets it doesn’t have a single central strong building loop like Cowshed which survivors just run to over and over. In fact because Game is relative small in terms of floor size you can get from one place to another fairly efficiently as a killer if you can remember where the stairs and drops are which helps with the patrols, plus as generators are completed doors open which makes it even easier for you as the killer.

    Don’t get me wrong, if you try and just chase the same survivor through pallet after pallet on Game you could have a bad time. But if you play more of a zone defense and go for chases and hits on people at gens it’s not as bad.

1 … 89 90 91 92 93 … 171